I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
I want to calculate the line of sight in a navigation mesh. Consider the image below, the yellow line is the result of only A* and the red line is the result of a line of sight" algorithm that uses ...
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 ...
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 ...
I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map. I am working on a 2D top down rpg map. The ...
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 ...
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 ...