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Eddie Watson

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  1. Perfect well I'll be getting around the implementing this in a couple days and will check back in. I think averaging the 2 tiles is best because, at least in my game, you can do diagonal movement, and if you just used the next tile, while the loss of accuracy would still be small, the cost of movement wouldn't balance out if you went diagonal and then straight (left, right, up, down) following the diagonal movement, and I think it would be big enough of a difference to throw off the accuracy of the path finder.
  2. OK that makes sense.  I was actually kind of thinking along those lines.  And just to clarify one issue.  The main points of movement are the center of the 10x10 tiles, so if I'm moving from lets say a grass tile to a sand tile, since I am moving 1/2 the time on grass and 1/2 the time on sand then I would weight each by 50% and then apply that to the normal movement cost?
  3. 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!