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slicer4ever

handling tile wrapped worlds.

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hey all, i'm currently working on a game where the world is essentially going to be wrapped.

my problem is that wrapping with collision, right now, what i do is test if object A's lower boundry box is less than object B's upper boundry, then i add an offset of the worlds total width/height. and vice versa if the upper boundry is greater than B's lower boundry.

it's working to a decent degree, but i'm already seeing potential problem's with AI pathfinding, and nodes, and AI in general when it comes to determining tile distances.

i'd like to hear some thoughts on how you would do wrapping of tile's and such.

thanks everyone=-)

edit: to be honest, i'm beginning to think that wrapping the world is too much of a headache, but perhaps someone will have some great ideas for me to work off of. Edited by slicer4ever

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Get a general direction your AI needs to path towards using a straight line. Then take the nodes surrounding the AI out so many nodes (say screen and a half each direction?), including the wraparound tiles. Have your AI path in the general direction based on points available.

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what kind of game you are traing to make?
its tile based or everything vectoric?
Iam curiently making space combat game with wrapped world, and its in more than half way already, and i could help with your questions... Edited by serumas

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