{"author_name":"HighQuality","cat":"LD #23","comments":[],"epoch":1334997600,"likes":0,"metadata":{"p_key":"58054","p_author":"HighQuality","p_authorkey":"3537","p_urlkey":"93803","p_title":"Update 1 \u2013 Pathfinding","p_cat":"LD #23","p_event":"LD23","p_time":"1334997600","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"3537","us_name":"HighQuality","us_username":"highquality","event_start":"1334880000","event_key":"10","event_name":"LD23"},"text":"<p>Just got pathfinding working, it&#8217;s written by simply guessing how popular algorithms work so it&#8217;s no doubt less efficient.<\/p>\n <p>However the world is only 40&#215;30 tiles so it most likely won&#8217;t be that bad, if it becomes worse later in development I&#8217;ll move it to another thread, however I&#8217;m avoiding multithreading to keep stuff simple and therefore problem free to keep the time span.<\/p>\n <p>Here&#8217;s a screenshot showcasing the pathfinding:<br \/>\n <a href=\"http:\/\/www.ludumdare.com\/compo\/2012\/04\/21\/update-1-pathfinding\/pathfinding-2\/\" rel=\"attachment wp-att-122455\"><img class=\"aligncenter size-full wp-image-122455\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/pathfinding1.png\" alt=\"\" width=\"1364\" height=\"595\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/pathfinding1-550x239.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2012\/04\/pathfinding1.png 1364w\" sizes=\"(max-width: 1364px) 100vw, 1364px\" \/><\/a><\/p>\n <p>Oh, as you can see I also got a tile system in with the ability to make tiles occupied \/ solid and so on.<\/p>\n <p>There&#8217;s also a stationary unit under the red line.<\/p>","time":"April 21st, 2012 3:40 am","title":"Update 1 \u2013 Pathfinding"}