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Pathfinding. A logical-ish path though the map calculated by the A-Star method.
Selecting the best move from the Battletech options, i.e. Walking forwards and backwards, running or jumping is proving awkward.
Also biasing the movement against turns without forcing the path over bad terrain is a challenge.
Another addition here is hex edges drawn with lines rather than textures with black edges. This looks much nicer when crossing steep slopes as it does not stretch like the texture method. (MS VC++6 / OpenGL)  
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