Building A* (or some similar pathfinding) into Verge itself?
Displaying 1-3 of 3 total.
1
Please enter a numerical value for the importance of this sticky.
Enter 0 to unsticky.
G-Flex

There's been talk on #vergehelp, and some of us feel that building A* directly into Verge's engine would be a good idea, as opposed to using VC alone for it.

The reasoning behind this is that pathfinding is a relatively common thing, and building it into the engine would result in much better performance, as running it as VC code is rather slow computationally.

Any thoughts on this? I think it's a relatively important thing for any game that would have a use for it...

Posted on 2006-02-07 21:04:44

adderd

It seems like a reasonably good idea to me to put path finding routines in the verge interpreter. I'm a big fan of putting as much as possible into the interpreter w/o causing massive bloat. Pathfinding is, in my opinion, processor intensive enough to require optimized code. And, it's likely to be useful in a variety of games. So I'd like to see it included.

Posted on 2006-02-08 09:17:38

Interference22

Ditto. Both tile-based and pixel-based pathfinding would be super nifty.

Posted on 2006-02-23 17:48:29


Displaying 1-3 of 3 total.
1
 
Newest messages

Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.