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seen Sep 15 at 23:51

Sep
15
awarded  Editor
Sep
15
revised Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
Readability, tense grammar commas
Sep
15
comment Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
I recall encountering this workaround in some pathfinding I did for the AI in my own version of Steve Jackson's Ogre. You can tweak a pathfinding sort to account for both hex distance and Euclidean distance when it's really important.
Sep
15
suggested suggested edit on Inconsistent movement / line-of-sight around obstacles on a hexagonal grid
Jul
8
comment How should I implement the “Observer” pattern with respect to a game world?
Patterns are solutions to recurring design problems. It sounds like you're looking for a problem to apply a solution, which I think is backwards.
Nov
14
comment How to avoid circular dependencies between Player and World?
Why do you think a circular dependency is a bad thing? stackoverflow.com/questions/1897537/…
Nov
14
awarded  Supporter