Partial Pathfinding Applications (opens in new tab)
I have been tinkering with a little tactics game not so different from Fire Emblem. One thing I'm doing that I think is somewhat novel in the space is involving a technique I learned from studying Timely Dataflow: partially ordered costs for pathfinding. In Timely, it's used to represent complex versions of time that allow for multitemporal processing. I've written about this before but back then I didn't really appreciate all the applications of them. Every time I want to do something, now, ...
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