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  1. 1.) Aenever's suggestion will work here. There's...

    1.) Aenever's suggestion will work here. There's no need for a separate "skin" or anything though - just replace the actions that set the object's angle, with actions to set the animation direction...
  2. Since several people have asked me now, I've made...

    Since several people have asked me now, I've made yet another slight modification here:
    https://1drv.ms/u/s!Atq7cUIJ7uextB8qMiHI8Q6E6Efs?e=78ZMoJ

    The only changes are to the debug mode.
    It now...
  3. The surface object is only for debugging...

    The surface object is only for debugging purposes, so that you can easily check you have your polygons set up correctly - you can safely remove it without affecting the pathfinding at all.
    The only...
  4. That's actually quite a bit of work to do...

    That's actually quite a bit of work to do properly. I made a simple fix here though:
    https://1drv.ms/u/s!Atq7cUIJ7uextB6m5Ky7V3rvnVFB?e=GZBIJO
    (there are some other very minor changes, such as...
  5. Just another quick update, which you can download...

    Just another quick update, which you can download here: https://1drv.ms/u/s!Atq7cUIJ7uextB3Vg9Wjev7jbTHY?e=MHiZCR

    Unless I get more (easy to implement) suggestions, this really should be it for a...
  6. Probably not that hard, actually :) The...

    Probably not that hard, actually :)
    The point-in-polygon test already returns the id of the polygon, so it should just be a case of looping through every wall in that polygon, and doing a...
  7. Polygon-based A* Pathfinding Example (extensionless)

    This is an improved and commented version of the pathfinding example that I posted in a different thread (just trying to make it more searchable). I do have ideas for future improvements, but this is...
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