I'm making a isometric pathfinding engine, and I managed so far to build a working road level editor, which I am very proud of My goal is something of what is used in Transport Tycoon.
I am now working with the pathfinding of the vehicle. In examples with the Pathfinding Object, they use a progressing hidden object which the player walk towards. Instead, I would prefer to have the car in this case, go towards stored X Y coordinates in its alterable values. This would make it easier to pathfind several objects.
The isometric pathfinding works, if I use the hidden object way, so the right coordinates are there. I just can't find a working algorithm that will move an object towards an exact X and Y point.
That's how you get the angle. I'm not sure how to get it in MMF or tgf or whatever you're using because i havent used it in a while... maybe that advanced maths object or maybe mmf has the atan function built-in.
Howewer, then make the object advance in the direction of the angle:
That's how it's about done.. Do that angle finding and object moving every frame.
I am not sure if i completely understood what you meant. And i am not sure if you completely understand what i mean because of my asdfasdf english and such. And because i haven't used MMF in a long time, i can only help with this problem in its mathematical aspects and not really how to code it in mmf. ask again if you don't understand it or have some other problems with it.
axel : well, I already got the correct X and Y coordinates in the grid, all I have to figure out is to move the object from one XY to another XY, and guarantee that it hits that exact XY so I can advance the pathfinding to the next step.
For example, the object is at 120, 230, and I want it to move to 432, 180.
Nuutti, I tried the technique you describe after reading about it in a 360 degree bullet tutorial.
However, it doesn't seem to work. But I figure it has to do with my personal suck factor. I think I forgot to recalculate it every frame, lol. I will experiment with the technique further when I get home again.
It will eventually result in a very cool set of tutorials about isometric games If this community lacks something, it is tutorials about isometrics.