# Platformer Pathfinding

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Dec 21, 2011 at 11:15 PM
Been here way too long...
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(Come friday I'll post something of my own, but I don't have much time to flesh it out right now)

Quick thought:
Nodes at key points and a small algo to choose which node to go to next, followed by an expensive step by step algo to that node (but the last part would still be untrivial).

Dec 21, 2011 at 11:31 PM
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Just do a BFS (breadth-first search) using tile cooridinates as nodes. Obviously solid tiles would not be nodes.

Dec 22, 2011 at 12:27 AM
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GIRakaCHEEZER said:
Just do a BFS (breadth-first search) using tile cooridinates as nodes. Obviously solid tiles would not be nodes.
Problem with that is, whether or not some paths can be taken may depend on context. Say you had two platforms spaced vertically some distance apart x which is less than the max jump height y (let's say the lower one has height 0). Whether or not you could go from height y to height y+1 would depend on which platform you had jumped from.