I'm a little stuck on the logic to how i use my path finder efficiently in my game.
This is basically how the game works:
Building generates goods "Factory" > AI transports goods to "Warehouse" on path tiles >
Warehouse receives goods > AI goes back to Factory.
Now im wonderin...
The two problems i have is: Well checking every frame is going to hurt the game's performance, secondly if I stop rechecking - it won't know when a faster route may become available or unavailable =/
i 'think' the line is some anti alias effect added to enlarging images to keep it smooth looking which would create an alpha pixel margin around the graphic =/
When you scale images, it interpolates the pixels. In LinearClamp it'll give a transparent value when it samples outside the texture size. With LinearWrap it'll sample the opposite pixel.
It may not look perfect, but it should look a lot better with minimal work involved.
You may need to set the target profile to HiDef instead of Reach.
the simple option would be make ur graphics in 32pixel by default.. but draw in 16 pixel by default in the game.... then they will work when reduced at 16 and native at 32
as its only when enlarging larger than their normal this issue occurs
Dont know :) How would you implmenet opening chests? For example i have tile based game, with non tile movement, i have character that moves next to chest and tryies to open it, what should i do? :)
Only thing i can think of is on keypress (handled somewhere in players component) i create new object with collision component (over the chest) chest and that object will collide sending message back to that new entity (which will somehow send it back to player) and some logic there will open chest
What comes to my mind is to have a collision component around the player, that registers objects on collision and unregisters them when they're not colliding anymore, and send messages to them when player does something.