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Question by phatality123 · May 15, 2013 at 11:29 PM · gamepathfindingrpgenemyai

Pathfinding for RPG games

How would you make a pathfinding system similar to old top down RPGs? Most pathfinding sytems I've looked up made it to where the enemy rotates when turning a corner, but for mine I just want the enemy do move left/right/up/down rather that rotating to turn (kinda like grid-movement). Any ideas? Thanks

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Answer by Owen-Reynolds · May 15, 2013 at 11:40 PM

You're confusing making the path with walking on the path. The standard A* path find takes a grid and makes a straight-line path from center to center of each square (but it may have non-45 degree diagonals.)

Once you have the path, you can walk it however you like. Most people purposely have a slow turn as they move, so the sharp corners are rounded off. In your case, you should be able to look at the next waypoint and move the closest NESW direction for one space, then repeat.

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avatar image phatality123 · May 16, 2013 at 12:25 AM 0
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Hmm, ok thanks, I'll look more into A*

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Answer by SirMalarkey · May 15, 2013 at 11:33 PM

take a quick glance at this. http://www.policyalmanac.org/games/aStarTutorial.htm

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