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I was curious if any of you guys have any ideas for efficient pixel based pathfinding.
Currently I am converting the screen to 32x32 squares (anything smaller causes massive lag). Secondly I apply a A* algorithm to the squares, before I turn the tiles back into pixels. Finally I check the last square the enemy ends up on for ranges and accuracy.
The limitations of this system bug me (barriers have to be divisible by 32) and would at least like to hear of a more efficient algorithm for pathfinding than A* so I can go to at least 16x16 tiles.
Any suggestion, thoughts, or ideas you would do in this situation?
I was thinking of doing a 32x32 Based path finding test, and then shrinking down the range of tiles picked for pathfinding based on 16x16 tiles. I don't know if that would make a big difference though.
Currently I am converting the screen to 32x32 squares (anything smaller causes massive lag). Secondly I apply a A* algorithm to the squares, before I turn the tiles back into pixels. Finally I check the last square the enemy ends up on for ranges and accuracy.
The limitations of this system bug me (barriers have to be divisible by 32) and would at least like to hear of a more efficient algorithm for pathfinding than A* so I can go to at least 16x16 tiles.
Any suggestion, thoughts, or ideas you would do in this situation?
I was thinking of doing a 32x32 Based path finding test, and then shrinking down the range of tiles picked for pathfinding based on 16x16 tiles. I don't know if that would make a big difference though.

