OK so here’s what I’m looking to do:
In my game, there will be a world map, and the player will be sailing around on it.
I need to calculate the shortest path to his destination.
Now, I’ve read up on A* pathing algorithms and I have a good idea of how to do the actual pathing calculations.
The place where I have concern is as follows…
Is there any way for me to determine what is land, what is shallow sea, and what is deep sea without handcoding the value of every single X and Y in my grid?
My map is a 400x300 pixel area. I’m open to any suggestions. I’m really stalling here at the idea of hand entering 120,000 values.
Thanks for your time.