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7/23/2025, 12:50:07 AM
>>105963073
Progress:
- Computing multi-stage projectile tick and travel rates server side vs the local client animation and that timing is in place, still in progress. I precompute the sum time of the animation/frames in each stage and cache that, during the spell cast I add the travel time based on spell speed to that.
- A* pathfinder is now bidirectional so I can identify impossible paths quicker. I have other flags for adding randomness or inefficiency to paths so its not always the same predictable pattern, which I will probably have NPCs use.
Progress:
- Computing multi-stage projectile tick and travel rates server side vs the local client animation and that timing is in place, still in progress. I precompute the sum time of the animation/frames in each stage and cache that, during the spell cast I add the travel time based on spell speed to that.
- A* pathfinder is now bidirectional so I can identify impossible paths quicker. I have other flags for adding randomness or inefficiency to paths so its not always the same predictable pattern, which I will probably have NPCs use.
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