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Member Since 04 Mar 2013
Offline Last Active Mar 18 2013 01:34 PM

#5039143 Modified movement cost using A*

Posted by on 04 March 2013 - 02:04 PM

Hi all. I'm new to posting to the forum here but have been using the site as a reference source for answering questions for some time. Hopefully I can get some insight into this question I haven't been able to find a good answer to.

I am developing a realistic ww2 top down real time strategy. I am using A* for path finding but it's in it's simplest form. My game map consists of 10x10 "tiles" with a terrain type and height in meters. Eventually I will have 15-20 types of passable terrain and I want them to have an impact on speed along with going uphill or down hill. I know this will modify the cost from the normal straight/diagonal cost I'm using now.

My question is how much should I weight the cost without tipping the balance and losing the effect of the actual distance but enough to where it logically works to go the best path. Example around a large hill instead of up and over when moving fast. Now I'm not looking for an exact answer as I know it's all relative and a personal feel but I'd like to start in the right ballpark! :)

Thanks in advance!