Here's a nice example of A* pathfinding. Includes:
-Three tiles (wow! three!), grass, mud and tree.
Mud is harder to walk through than grass, and trees are unwalkable.
-Ability to change "spread factor" (the value the estimated cost is divided by, increasing the "spread factor" increases search time etc...)
-Ability to change terrain settings... basicly chance stuff
-Resize terrain from 8x8 to 256x256
-Show the pathing while it happens
-A heap class (basically a very fast list for getting the best element)
-A functionals module with most of the functions I use normally
-A DX7 module with (very) simple drawing functions
Comments and suggestions are welcome.
The zip file is attached to post #4




Reply With Quote
