[ian-reeds-games] Re: An audio walkthrough of using the radar

  • From: Craig Brett <craigbrett17@xxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 5 Jun 2013 14:45:16 -0400 (EDT)

Hi Ian,

Fair enough, like I said I don't really blame you.

My project was essentially to build a turn by turn navigational system using audio, so therefore needing a couple of algorithms in the mix. I used A* as my pathfinding algorithm with my own custom audio algorithm to manipulate sounds, essentially making them work like beacons, but on a turn by turn basis instead of directly to the end destination. I'm not sure how much you know about path-finding, so I won't patrenise you. The slight downside to my implementation is that it's designed for paths, such as streets or roads, where there are clear points for edges and vertexes, roads and intersections, if you like. With TB, I don't know how A* will play with a tile based grid. I've never tried it before. That being said, you already have your own path-finding algorithm, right? The one the enemies use in TB. If you could mod that to guide the user along turn by turn to the end goal, you'd have a very similar effect, if A* turns out to be unworkable with a tile based map. I'd be very surprised if there isn't a pathfinding algorithm specifically for this kind of thing though. I'm happy to help however I can in this. I'm no expert, but I'll gladly share what I know.

Hope this helps clear it up a little. Feel free to ask any questions you may have.

Craig



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