I love sharing my ideas and findings with the community. When I have free time, I combine them into these articles
Here we are, the final episode of Chapter VI! It was a long trip through the woods of algorithms of pathfinding, graphs, and queues. In this installment, we are to wrap things up by implementing the animated movement
Read morePreviously we successfully incorporated our Pathfinder but something is still missing. Our Ships... well, they don't move. In this post we are going to finally see some locomotion!
Read moreIn this installment, we are going to use Pathfinder we prepared last time and build a path on our actual Grid
Read moreThe time has come for us to build our own Pathfinder. In the last post, we prepared utilities that will help us. Today we're jumping into the algorithms themselves
Read moreIn the last article, we spent our time highlighting `Nodes` in configurable `range`. Our next step is calculating the path Ship can take from its current position to the one chosen by the Player
Read moreThere are many ways how we can set up a locomotion range. One of them is by introducing the idea of “neighbor”: a property of the Node that references all nearby Nodes
Read moreLast time we spent an entire chapter crafting our own Input System. In this Chapter, we finally start to make our game feel like a game. And we will do this by allowing Ships to find their path and move along it.
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