devember 15th — working A*
Working A*, and decaying debug highlight of search area and best path to selected target tile. TileMap provides the optimistic path cost heuristic, and Actor provides costOfStep between nodes.
Coordinate transform for tile picking is still broken and needs fixing.
Next related
devember 16th — smooth perlin noise
Now using perlin noise for smoother random terrain map generation. Need better height map textures.
Previous related
devember 14th — brave attempt at A*
A possibly completely broken attempt at A, and it took hours — not *an hour.
devember 13th — pathfinding
I’m a bad bad slacker person, and didn’t keep my daily hour of code promise for two consecutive days. I did however read a bit on using Perlin Noise for prettier randomness, so that’ll be a thing when I have my pathfinding sorted.
devember 10th — pretty randomness is hard
Making randomness look pretty is hard, so I’ll put that on the shelf for now. Started looking at GameKit’s Graph pathfinding classes instead, which is probably more essential than getting sidetracked by making things look pretty. Defining the GridGraph at the IsoTileMap level will probably not work though, as different Actors will have their own unique capabilities to traverse the map. The Actor should probably generate their own GridGraph for their observable vicinity when they need it, and filter the graph with their traversal capabilities.