Main Takeaway: Once the integration field is working, we can compute a flow field, this will give us for each cell which direction to follow in order to ... Once we have our cost field, we can then move forward and compute an integration field when clicking a cell.

Nanocorp Game Devlog Units Movement 23720 -

Once the integration field is working, we can compute a flow field, this will give us for each cell which direction to follow in order to ... Once we have our cost field, we can then move forward and compute an integration field when clicking a cell. Combining our flow field, with some collision detection and our animated character, we can now start moving

Important details found

  • Once the integration field is working, we can compute a flow field, this will give us for each cell which direction to follow in order to ...
  • Once we have our cost field, we can then move forward and compute an integration field when clicking a cell.
  • Combining our flow field, with some collision detection and our animated character, we can now start moving
  • Moving on the levels, we found interesting to make less flat levels, which means
  • With this, as soon a the target is in a cell line of sight it will point ...

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Topic Gallery

Nanocorp | Game | DevLog - Units Movement
Nanocorp | Game | DevLog - Flow field: unit movements
Nanocorp | Game | DevLog - Too many units
Nanocorp | Game | DevLog - Flow field: line of sight
Nanocorp | Game | DevLog - Integration field
Nanocorp | Game | DevLog - Spawning shader for unit
Nanocorp | Game | DevLog - Climbing stairs
Nanocorp | Game | DevLog - Flow field: 8 directions
Nanocorp | Game | DevLog - Flow field: simple 4 directions
Nanocorp | Game | DevLog - Weapons - Machine gun
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Nanocorp | Game | DevLog - Units Movement

Nanocorp | Game | DevLog - Units Movement

Combining our flow field, with some collision detection and our animated character, we can now start moving

Nanocorp | Game | DevLog - Flow field: unit movements

Nanocorp | Game | DevLog - Flow field: unit movements

Now that our flow field is complete, it's time to try using it to drive

Nanocorp | Game | DevLog - Too many units

Nanocorp | Game | DevLog - Too many units

Everyone needs some fun from time to time... even more so when working on a

Nanocorp | Game | DevLog - Flow field: line of sight

Nanocorp | Game | DevLog - Flow field: line of sight

The last trick in order to get a better flow field is to add line of sight. With this, as soon a the target is in a cell line of sight it will point ...

Nanocorp | Game | DevLog - Integration field

Nanocorp | Game | DevLog - Integration field

Once we have our cost field, we can then move forward and compute an integration field when clicking a cell. This gives us a new ...

Nanocorp | Game | DevLog - Spawning shader for unit

Nanocorp | Game | DevLog - Spawning shader for unit

Read more details and related context about Nanocorp | Game | DevLog - Spawning shader for unit.

Nanocorp | Game | DevLog - Climbing stairs

Nanocorp | Game | DevLog - Climbing stairs

Moving on the levels, we found interesting to make less flat levels, which means

Nanocorp | Game | DevLog - Flow field: 8 directions

Nanocorp | Game | DevLog - Flow field: 8 directions

Adding more directions to the flow field allows for smoother overall

Nanocorp | Game | DevLog - Flow field: simple 4 directions

Nanocorp | Game | DevLog - Flow field: simple 4 directions

Once the integration field is working, we can compute a flow field, this will give us for each cell which direction to follow in order to ...

Nanocorp | Game | DevLog - Weapons - Machine gun

Nanocorp | Game | DevLog - Weapons - Machine gun

When everything else fail, use the heavy machine gun. Make sure you add