We now have a new pathfinding algorithm. Pathfinding is logic that looks where a unit can and can't walk and then intelligently figures out a path for that unit to walk. Our old pathfinding methodology did not do this well and we could find no good way for the units to recognize that other unit could not be walked on. This caused us no limit of headaches. Given the right conditions, units would tromp all over each other willy nilly. Our new pathfinding stuff marks all "pathfinders" as non walk-able by default. what a relief that will be. Now we just have to implement an entirely new way of doing the most basic of things. You can see in the picture to the left, the green box at the bottom of the picture is currently calculating a path(the green line) through the box slightly farther up. If the box farther up stops, it causes the first box to stop as well. Our new changes should put a stop to this.
Tall Ship Team
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