7drl - day two
Did a lot of work on pathing today. Took a while to learn the ins and outs of the libtcod implementation of the A* pathing algorithm. Basically, the pathing is pretty quick (even on a 600x600 map) UNTIL you ask it to compute a path that has no solution. The delay is noticeable (especially for 20 units at once!) so I had to add a lot of safeguarding in the code to make sure this happens as little as possible. Also, the units really don't like bumping into eachother and recalculating their path almost every frame :P Had to make the code very forgiving when it comes to deviating from path and getting 'close enough' to the intended destination.
buub0nik wrote the base for our HUD which will display messages, unit status, etc. He also finished up the FOV code, which can be seen in the screenshot below. We are able to do pathing and FOV calculations for approximately 200 units before everything grinds to a halt, so things are looking good! Still a lot of optimizing to be done but that can be done later. Always better to have a playable game that is slow than a non-existent game that is fast :)

