Timeline for Dynamically creating astar node map by triangular polygonal map
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
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| Aug 9, 2018 at 21:00 | history | edited | Pikalek | CC BY-SA 4.0 |
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| Nov 12, 2011 at 14:47 | comment | added | Engineer | No problem. Yeah, image = 2D array. What I meant by the image thing was, given your polygon map which consists of space and solids, rasterise(!) these into eg. a black and white image / 2D bool array representing your A* tiles (blocked vs. open). The reason I mentioned a secondary image is I wasn't sure if your background art was drawn first, and then had to be processed in order to assign a map over that. In that case you'd need a "cleaner" version of the background image, which your A* map generator could work with easily in order to create the pathfinding map. | |
| Nov 12, 2011 at 14:25 | vote | accept | jett | ||
| Nov 12, 2011 at 14:25 | vote | accept | jett | ||
| Nov 12, 2011 at 14:25 | |||||
| Nov 12, 2011 at 14:25 | comment | added | jett | Wow thanks for the reply. See, the reason I need the function is I have a scripting engine which can create new polygons which could be used in turn for procedurally generated levels whereas I would want to call the recalculateAStarMapNodes() or what have you simply for convenience in scripts. The regular levels I can do by hand(have builtineditor). By image do you mean(this is my interpretation) create a 2d bool array which has detail for map and then draw the triangles to this array then blockerize(?word) this to create the nodes? This could work fairly well, I'll mark it answered now,thanks | |
| Nov 12, 2011 at 12:19 | history | edited | Engineer | CC BY-SA 3.0 |
added 230 characters in body
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| Nov 12, 2011 at 12:05 | history | answered | Engineer | CC BY-SA 3.0 |