May 6th: Branches

Hm, I mostly rewrote the code for generating the nav map, but it still takes 5 or 6 seconds to generate for a complex level. It’s entirely possible there’s something I missed. I know I said I would work on the pathfinding algorithm itself today, but I realized there were a bunch of circumstances where my planned pathfinding wouldn’t work, mostly on stuff directly above and below.

So, now the code checks to see whether it’s at the edge of a platform or not. If it isn’t, and it’s not using fall-through platforms, it ignores tiles underneath itself as unreachable, and the same for non-edge tiles on platforms that are above it. I think this is probably the final form of the nav map, the question being primarily how to use that map and whether I can generate it more efficiently than 6 seconds.


About problemmachine

What is the nature of your problem? Can we modify the nature of your problem? Can your problem be touched? Eaten? May we eat your problem for you? May we eat your soul for you? Would you like a replacement problem? We make problems. We eat souls. We crap solutions. We are Problem Machine.
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