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Bumped by Community user
Bumped by Community user
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Julian
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I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?

My initial idea was to make a new map for each entity that needed pathfinding I could make a new map, with all the objects scaled up in size, but that seems way to complicated.

To give an example, I could have a wall with a passageway that is wide enough that my player has no trouble walking around it, but a giant ogre would have to walk around.

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?

My initial idea was to make a new map for each entity that needed pathfinding I could make a new map, with all the objects scaled up in size, but that seems way to complicated.

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?

My initial idea was to make a new map for each entity that needed pathfinding I could make a new map, with all the objects scaled up in size, but that seems way to complicated.

To give an example, I could have a wall with a passageway that is wide enough that my player has no trouble walking around it, but a giant ogre would have to walk around.

Clarified and proofread.
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Anko
  • 13.5k
  • 10
  • 56
  • 82

Adding How do I handle objects with a width and height in love2d usnig jumpergrid-based pathfinding?

I was trying to implement pathfindingI'm using the https://github.com/Yonaba/Jumper library and thatfor Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes) I was thinking. How do i do that?

My initial idea was to make a new map for each entity that needed pathfinding I could make a new map, with all the objects scaled up in size, but that seems way to complicated.

Adding width and height in love2d usnig jumper pathfinding

I was trying to implement pathfinding using https://github.com/Yonaba/Jumper and that worked fine until I wanted to make larger enemies (with larger collision boxes) I was thinking that for each entity that needed pathfinding I could make a new map with all the objects scaled up in size but that seems way to complicated.

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that?

My initial idea was to make a new map for each entity that needed pathfinding I could make a new map, with all the objects scaled up in size, but that seems way to complicated.

Source Link
Julian
  • 133
  • 5

Adding width and height in love2d usnig jumper pathfinding

I was trying to implement pathfinding using https://github.com/Yonaba/Jumper and that worked fine until I wanted to make larger enemies (with larger collision boxes) I was thinking that for each entity that needed pathfinding I could make a new map with all the objects scaled up in size but that seems way to complicated.