Re: SEV: Taking me to the edge of sanity
There have got to be other optimizations for pathfinding. Numerous other games use pathfinding, oftentimes with more complex pathing/obstacles without a noticable slowdown. SEV, in fact, really has a simple pathing, even with the rules of sight. I'm thinking this is a negative consequence of going from square grids to hex grids. Although I really like the hex grids over squares, somehow, when I first saw the demo, I had a bad feeling that this change would cause a slowdown.
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Slick.
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