In the process of today’s update, I came upon an interesting quirk when using grids.
I have finished implementing the hole creation in the new terrain, works like a treat. Now I’m in the process of processing the tiles in between the hole and the tee, so it can make calculations regarding base shot, par, actually distance etc.
Using A* to find the shortest path between the hole and the tee, leads to some interesting visuals:
Above, the path traced by A* is marked with black spheres. The drawn red line shows the actual shortest path (a straight line) between the two points. When in a grid, the path marked by A* does signify the shortest path between two certain points in the grid. It can be set to ignore diagonal traversals, or to allow them (as is the case of Boss Golf).
Visually, though, it looks so quirky. To us, it’s clear to see that the shortest path is the line between the start and the finish. To the game, though, the shortest path ends up creating these doglegs all over the course.
That’s all! Almost done with the processing of the base shot, coupled with a lot of refactoring and reinforcement. Once it’s done, it’s demo time!