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Support / A* Pathfinding Solution that is compatible with the Tilemap Editor?
« on: May 27, 2013, 01:16:21 am »
Hi there,
Recently I've been working on a new project using Tk2d and it's been really helpful for rapidly prototyping our game's look and feel, and the Tilemap editor has saved us a ton of time.
I'm trying to implement a basic A* Pathfinding system for the game (Using This one, if that helps any), but encountering problems with it.
It seems like every Grid-based Pathfinding solution I've come across uses the top of the Mesh to determine walkable and unwalkable areas- but the Mesh Colliders generated by the tilemap don't actually have tops.
Does anyone know of a better way to handle pathfinding with the tilemap system for a top-down game, or do I need to pick between using this pathfinding system and the tilemap? (I realize I could just go back through and add in my own colliders, but if I do that I may as well fall back on creating my own tile system.)
Recently I've been working on a new project using Tk2d and it's been really helpful for rapidly prototyping our game's look and feel, and the Tilemap editor has saved us a ton of time.
I'm trying to implement a basic A* Pathfinding system for the game (Using This one, if that helps any), but encountering problems with it.
It seems like every Grid-based Pathfinding solution I've come across uses the top of the Mesh to determine walkable and unwalkable areas- but the Mesh Colliders generated by the tilemap don't actually have tops.
Does anyone know of a better way to handle pathfinding with the tilemap system for a top-down game, or do I need to pick between using this pathfinding system and the tilemap? (I realize I could just go back through and add in my own colliders, but if I do that I may as well fall back on creating my own tile system.)