Greg Solo's Blog

I love sharing my ideas and findings with the community. When I have free time, I combine them into these articles

Pathfinding and Movement 7. Animated Locomotion
Pathfinding and Movement 7. Animated Locomotion

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

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Building a Game With TypeScript. Pathfinding and Movement 6/7. Instant Locomotion
Building a Game With TypeScript. Pathfinding and Movement 6/7. Instant Locomotion

Previously 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!

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Building a Game With TypeScript. Pathfinding and Movement 5/7. Finding the Path
Building a Game With TypeScript. Pathfinding and Movement 5/7. Finding the Path

In this installment, we are going to use Pathfinder we prepared last time and build a path on our actual Grid

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Building a Game With TypeScript. Pathfinding and Movement 4/7. Pathfinder
Building a Game With TypeScript. Pathfinding and Movement 4/7. Pathfinder

The 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

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Building a Game With TypeScript. Pathfinding and Movement 3/7. Graph and Priority Queue
Building a Game With TypeScript. Pathfinding and Movement 3/7. Graph and Priority Queue

In 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

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Building a Game With TypeScript. Pathfinding and Movement 2/7. Highlighting Locomotion Range
Building a Game With TypeScript. Pathfinding and Movement 2/7. Highlighting Locomotion Range

There 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

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Building a Game With TypeScript. Pathfinding and Movement 1/7. Introduction
Building a Game With TypeScript. Pathfinding and Movement 1/7. Introduction

Last 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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