Re: Pathfinding working... sort of...
The reason its probably freaking out is because it can't find a path, so tries every possible permutation to get there. You could put in a cutoff for how long its epected to go for without reaching a path, but that could effect its ability to pathfind some distances. You could also do an initial check to see of the player tile is reachable, if not scan around the player, or close enough to the player, for a tile that is, and path to that, such as a tile just below the cliff edge. As for speeding it up across regions, sectorize more and path incrementally. Instead of charting a path directly from 0 to 200, chart one from 0 to 10, and when it reaches 10, path from 10 to 20, and so forth and so on.
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