(BFS) Tactical Turn-Based Pathfinding, Breadth First Search in Unity3d

  Рет қаралды 5,778

ForlornU

ForlornU

Күн бұрын

Пікірлер: 12
@bacayne7039
@bacayne7039 Жыл бұрын
dude, thank you so much for this. This is exactly the tutorial/project that helped me solve a big issue in the game that i'm making. THANK YOU SO MUCH. Really loved the delivery and detail of this video, from the content, to the soothing background music, to the thorough explanation. Very glad i came across your channel and looking forward to your next videos!!!
@ForlornU
@ForlornU 11 ай бұрын
That means a lot, thank you!
@benjarubio3251
@benjarubio3251 Жыл бұрын
This is awesome. It really helps to understand it better and is really the content I didn't know I needed, I wish I had stumbled upon it sooner. Also, really great video/edition and audio quality. keep up the awesome work
@ForlornU
@ForlornU Жыл бұрын
Thank you for the kind words!
@mohokhachai
@mohokhachai 11 ай бұрын
Great explanation
@ForlornU
@ForlornU 11 ай бұрын
Glad it was helpful!
@dogukankurekci2831
@dogukankurekci2831 Жыл бұрын
Thank you for the informative video. Is it possible to run this system on square grids?
@ForlornU
@ForlornU Жыл бұрын
Of course, just note that the diagonal distance is longer than to any of the sides and needs to be accounted for
@rickbeniers667
@rickbeniers667 Жыл бұрын
very interesting, thanks for the upload! however I would like to know what the diffrence would be between BFS and A*?
@ForlornU
@ForlornU Жыл бұрын
I also made a video on the topic of A* where i briefly mention some of the differences. kzbin.info/www/bejne/n2GUZJ9nnamif8U
@rickbeniers667
@rickbeniers667 Жыл бұрын
@@ForlornU thanks I will check it out! keep up the good work!
@PhilipPetrunak
@PhilipPetrunak Жыл бұрын
I accidentally figured out the school system myself while trying to generate a hex-based movement system. Frank the problem dealing with now is crowd control, cuz characters can still move while not in turn-based mode but still use the BFS system. Obviously that causes some problems since it can't factor in movement of other characters. Yikes.
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