[OpenJX Devlog #5] Adding obstacles and implement pathfinding system with minimap

Actually this one took me pretty much time to optimize. As in the past, the original game can’t solve this, they have a lot of lagged corners. The problem it’s not just pathfinding algorithm itself, it’s also about how the design obstacles.

This one I really want to make it much better than original version. Reach to this point, I think it will not just make a replicated version, I’m a bit ambitous to make a really better version than original game. Players can still feel the atmosphere of original game but without the annoyances caused by the flaws of the old game.

OpenJX path finding: a yellow dashed route running around two houses to a red cross marking where I clicked, with the debug overlay showing 10953 blocked cells and an 8 leg route

OpenJX path finding: a long route weaving between trees in an orchard, drawn as a 10 leg dashed line ending at a red cross

This is how minimap work with pathfinding. It looks a bit laggy because with vsync turned on, the screen frame rate is not matching with game fps. And also there is still some issues with pathfinding that some paths are burning much CPU than others. But I will optimize it later.