So I’m trying to make a tile-based movement system for a game I’m making, and I’m wondering how I can filter out tiles that require going outside the movement range established to reach.
I’ve done a check before where I make a path to each tile and check if any waypoints go out of range, while effective, its fairly time consuming to generate a path and check every single one, so I’m wondering if there’s anything else I can do to accomplish this.
A better visual example, some tiles are above in elevation and while they are accessible, my unit would have to go way out of the established range to go there to an off-screen slope.
you could have each individual tile have data linked to it (like the height for example)
if the tile’s height is not accessible or within reach to the current tile the character is on then you could mark that tile as not accessible.
for the first image I would get the radius amount of tiles it can move and if the path to the tile requires more than the radius it would be not accessible
for the 1st thing, the elevated tile is still accessible it’s just I didnt include an off-screen slope, but can you elaborate on how your 2nd idea would work?