Tagged Questions
-1
votes
0answers
103 views
AI for mass battles in Unity [closed]
I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
-4
votes
1answer
68 views
Adavanced AI with waypoint system [closed]
I'm just asking for an AI script. What I pretty much need it to do is to allow the enemy to patrol an area, and once the player hits its aggro bar, it will chase him/her until the player runs away; ...
1
vote
1answer
68 views
How to predict future location of a Car in a Navigation Mesh based pathfinding system?
I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game.
I am trying to develop the AI for my cars now. The problem is how can I ...
6
votes
0answers
153 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
2
votes
1answer
89 views
Wander algorithm for a maze [duplicate]
I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh.
So I can already ...
1
vote
1answer
113 views
Path-finding with obstacles that can be destroyed
There are several buildings on the map with size n * n, and a lot of tiles of obstacles that can be destroyed. Suppose I put one soldier on (x,y) of the map, the soldier can reach a building by ...
7
votes
2answers
237 views
How to handle entity path-finding and movement in a large networked world?
Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
4
votes
1answer
145 views
How to determine that nodes in Grid Graph are unreachable before applying pathfinding?
I would like to determine accessibility of nodes before applying pathfinding algorithm to Grid Graph.
I have a surface with nodes overlayed on it and I would like to somehow determine that nodes ...
6
votes
1answer
141 views
Complexity of defense AI
I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play ...
2
votes
1answer
97 views
Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?
I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture.
I have the pathfinder as a class - I think I will instantiate only ...
8
votes
1answer
180 views
Estimating costs in a GOAP system
I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the ...
1
vote
3answers
275 views
Making an AI walk on a NavigationMesh (2D/Top-Down game)
For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
0
votes
0answers
459 views
Collision detection when pathfinding with pathnodes, UDK
I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes).
It's doing a swell job of going from point to point in a set order (although I would like for it ...
3
votes
1answer
181 views
How can I plot a radius of all reachable points with pathfinding for a Mob?
I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an ...
-1
votes
1answer
381 views
Javascript A* path finding ENEMY MOVEMENT in 3D environment [closed]
iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl.
iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the ...
2
votes
1answer
110 views
Is finding graph minors without single node pinch points possible?
Is it possible to robustly find all the graph minors within an arbitrary node graph where the pinch points are generally not single nodes? I have read some other posts on here about how to break up ...
2
votes
1answer
397 views
Pathfinding and BSP with Box2D
I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or ...
6
votes
2answers
530 views
Creating a navmesh from a voxel terrain
My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
47
votes
5answers
6k views
How does Dwarf Fortress keep track of so many entities without losing performance?
In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
5
votes
4answers
356 views
Find nearest tile of type x
I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
2
votes
3answers
194 views
Discovering path through unknown territory
Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an ...
1
vote
2answers
503 views
Grid pathfinding with a lot of entities
I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games.
The game is turn-based and tile-based.
I'm trying to create something very ...
6
votes
2answers
221 views
How to pathfind over an obstacle?
How to represent the following situation best - agent (@) needs to get to the goal($). The path is blocked by a moat(~~~). A rake (or some other device, like waterwalking boots) is available that will ...
4
votes
1answer
222 views
How does an AI determine the bearing to follow within a nav mesh?
I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
2
votes
1answer
364 views
3D RTS pathfinding
I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS
Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes.
...
3
votes
1answer
484 views
A* PathFinding Poor Performance
I'm getting poor performance in-game due to my path-finding algorithm. The farther I get from my NPC, the worse the framerate gets.
Ok, I updated my code and implemented the openList as a min-heap ...
-4
votes
1answer
297 views
Multidimensional Pathfinding Algorithms
When trying to program hostile AI units for a war strategy game using pathfinder methods, do programmers ever have one algorithm for the unit to move and a separate algorithm for the unit to actively ...
-1
votes
1answer
375 views
Is this idea suitable for a computer science final project? [closed]
I'm a senior student in Computer Science and I want to take a graduation project that would help me get better at any subject that is related to game development.
I'm doing some research on the ...
5
votes
1answer
261 views
A* pathfinding algorithm to identify entrances into current “room”?
Was looking for some online articles that might have a good idea or two in how to approach this but not finding much. Most of it deals with the various ways to generate and follow a path to a known ...
10
votes
1answer
680 views
Is precomputed pathfinding still relevant?
Context
Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique.
Step 1
The floor in each room was divided into ...
2
votes
4answers
226 views
Path tables or real time searching for AI?
What is the more common practice in commercial games; path lookup tables or real time searches?
I've read that in many games path lookup tables are pre-calculated and baked into each map, so to ...
3
votes
3answers
468 views
Tool for creating complex paths?
I want to create some fairly complex 2d predefined paths for my AI sprites to follow.
I'll need to use curves, splines etc to get the effect I want.
Is there a drawing tool out there that will allow ...
16
votes
6answers
625 views
Making the AI take different paths to each other
I have a top down 2d game where the AI spawn at the edges of the map and run towards the center.
I'm using A* and a node mesh to do the pathfinding.
Right now, the AI spawn at a point on the edge of ...
9
votes
5answers
461 views
Situational awareness in path finding
Assume you had to find the shortest path through a dungeon, where certain passages are only opened to you after certain items were collected, like locked doors and keys, for instance.
The normal gut ...
2
votes
2answers
705 views
Are there any usable performant path-finding libraries for python?
This is cross-posted from StackOverflow, please feel free to answer there too:
I'm working on a real-time isometric RPG in python, and wish to target mobile devices as a platform. The main area where ...
3
votes
2answers
469 views
How does Half Life's covering work?
Enemies in this game take cover. AFAIK HL uses some logical decisions for enemy to start searching for cover and to abandon cover, and I am able so far to find them; but how does he find a cover ...
8
votes
2answers
371 views
What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
I've seen that the most easy form is go to one point and when the agent has reached this point, ...
2
votes
1answer
696 views
Pathfinding with MicroPather : costs calculations with sectors and portals
I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute ...
9
votes
3answers
1k views
Moving around/avoiding obstacles
I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target.
I'm using a very easy way to avoid it, if the black dot is ...
9
votes
7answers
464 views
How should I replan A*?
I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over ...
15
votes
6answers
1k views
AI control for a ship with physics model
I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet.
Let's say this ship can move freely but it has mass and ...
2
votes
1answer
364 views
What tools are available for creating 3D collision and pathfinding data?
What is the process of creating geometry data to assist on NPCs movements and such on a 3D world to avoiding having them from going through the ground, etc? Are there specific modelling programs that ...
5
votes
2answers
439 views
How do I apply A* to a complex and dynamic 3D environment?
So I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work.
Now I am here : http://www.policyalmanac.org/games/aStarTutorial.htm
...
27
votes
7answers
7k views
How does pathfinding in RTS games work?
[crossposted from stackoverflow]
In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
10
votes
4answers
669 views
How do I make NPC pathfinding look believable?
Is there an "academic" way to have NPC walking randomly on a map, but having a believable comportment ?
The obvious scenario is a armed guard who is walking around a basement to secure it. It's quite ...
13
votes
3answers
2k views
Are square or hex grids better for pathfinding?
Is there any significant difference between using a square or hexagonal grid for the area searched by a path finding algorithm. In other words, is square or hexagonal better, and if so why.
8
votes
3answers
1k views
PacMan character AI suggestions for optimal next direction
Firstly, this is AI for PacMan and not the ghosts.
I am writing an Android live wallpaper which plays PacMan around your icons. While it supports user suggestions via screen touches, the majority of ...