Make a grid, and fill the cells by 'drawing' your polygons into it.
Now you can perform regular pathfinding on the grid.
The size of the gridcells will determine the accuracy, and calculation time, so you can make the cellsize variable, depending on ... whatever you think it should depend on (CPU speed, time left, priority, etc).
Good idea, that sounds pretty simple!
The thing is, I'd like to keep the movement non-tile-based. So when the player clicks on some random point, I'll try and make him go straight to that point if possible rather than zig-zagging to the middle of each tile on his way to that point... Should work. thanks
There is no path finding in diablo man. Remember in act 3, the final boss - mephisto could easily get stucked in the corner. I believe if your goal is to make a similar game to diablo,
some cleverly tweaked immediate obstacles detection is sufficent. Yeah there will be monsters stuck behind the walls, but they might just appear to wait there for
an ambush if you have the fog of war enabled.
Hmm, ok, but I thought that the player definitely had path-finding, because he seemed to be able to find his way around things. Well it was a long time ago when I played diablo!
It's funny that you mention fog of war, I'm going to need that too! I suppose the grid answer is also suitable? I remember Kev Glass did some work on it in his recent game and he kindly described his technique so I'll dig that up from his blog.
Thanks for the help guys!