Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
3
votes
1answer
53 views
How to create a path-finding compatible road map from user input?
I'm currently working on an agent simulation (inspired by the recent SimCity release). Now, basically I understood how agents work but I do not understand how to put them into context. Agents travel ...
-1
votes
0answers
102 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 ...
0
votes
2answers
115 views
Displaying possible movement tiles
What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
0
votes
0answers
31 views
How to modify graph ingame?
The pathfinding in my game uses this function to generate a graph:
def make_graph(self, size, impassable):
nodes = [[astar_gridnode(x, y) for y in range(size)] for x in range(size)]
graph = ...
13
votes
2answers
603 views
Partially observable game map — is A* appropriate?
I know very little about game development and I'm trying to wrap my head around pathfinding algorithms.
Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know ...
1
vote
2answers
117 views
A* path finding for road network - data structure to represent directivity
I have been reading A* path finding to apply on a road like network structure. Most of the code I saw is about A* on tile based maps. There is a short description at Amit's page here about what I am ...
4
votes
1answer
201 views
Help me please to choose proper path-finding algorithm
I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario:
Units - any shape. But in most cases rectangles of ...
8
votes
2answers
277 views
Drone targeting
Imagine a "drone" and a target point on a 2d plane. There are eight parameters:
P = my position
Q = target position
V = my velocity
I = my moment of inertia
w = my angular velocity
s = my angular ...
-1
votes
1answer
47 views
Maze solver with Astar on android? [closed]
I have a question I am looking for some tutorials or guides on how to create a simple android game or application.
the user can define their starting position and ending position
the ...
-1
votes
1answer
83 views
Ways to achieve path finding on android [closed]
I have spent two weeks on this task and its to no avail,i hope your expertise can help me.
I want to create a simple set of activities that allow the shortest path to be calculated between two points ...
-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
67 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 ...
11
votes
1answer
366 views
Pathfinding on a uneven planetary surface
My question is what would be the best approach to pathfinding on an uneven planetary surface?
Background Information
I have created a planet from displacement mapping 6 sphere projected planes. ...
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.
...
3
votes
1answer
147 views
How can I find all shortest paths using A*?
It is possible for A* Path Finding to return all the shortest paths given a graph/map?
For example, given the map below:
-----------
--a--X--b--
-----------
The said map can return four (4) ...
0
votes
1answer
105 views
Pathfinding with different sized units [duplicate]
I am actually working on a general purpose pathfinding library (find it here), mostly oriented for grid-based maps.
I was looking for ways to integrate support for pathfinding with units of different ...
0
votes
0answers
58 views
Path finding and bin packing
So I have the following problem : a X by Y grid. On the grid there is a character and a monster and some items that give bonus points to the character's damage if picked and holes that must be ...
3
votes
2answers
240 views
How Does Ultima 7 manage different floors in 2d
In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones.
How can it tell whenever the character is moving from floor z to ...
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
2answers
153 views
How to get characters to be aware that their path is obstructed?
I'm using Unity with Arongranberg's A* pathfinding project to move my characters. However, it appears that my characters are contending for a position on the terrain when they are told to move ...
1
vote
1answer
95 views
Travelling in a 2D grid
I have a 2D grid (x,y coordinates) where each cell corresponds to each pixel of the interface that I am working with and I have a point A(x1,y1). Now I need to travel around in the grid, and I wont ...
0
votes
1answer
138 views
Making the player walk on walls in box2d
I'm making a game in stencil where players walk form left to right along randomly generated walls. I cant use waypoints, since the walls' shapes and positions are unpredictable.
Here's a descriptive ...
0
votes
0answers
97 views
How to predict encounters between a ship and a body's sphere of influence in 2D
Long time listener, first time caller. I'm making a little hobby game in XNA, its about transport ships in space, analogous to container ships at sea. There are to be AI ships and player controlled ...
1
vote
1answer
106 views
How can i use triangle picking to determine the exact location of a triangle in world space coordinates?
Im trying to implement point and click movement in my game, but at the moment im stumped about how i can select parts of a mesh for the player to walk to.
So what ive done is ive got a navigational ...
9
votes
3answers
492 views
Algorithm to see if two voxels are interconnected
I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
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 ...
0
votes
0answers
60 views
problems with C# Port of Recast Detour Navigation Mesh for XNA, A* Pathing [closed]
Update 10/03
Ok, so i figured out the problem. C# is a funny old language..I changed
int navMeshCount = navMesh.GetPath(ref start, ref end, routePolys, navMeshRoute, false);
to
var ...
-2
votes
1answer
123 views
How can i use A star pathfinding algorithm in my 2D game developed in html5 [closed]
I am developimg a 2D game in html5 and i want to include A star algorithm for path finding in my game. So kindly help me by providing the A star algorithm and please explain how can I include that in ...
1
vote
2answers
209 views
How to make a gui button follow a path after a touch?
I would like a button in my gui menu to follow a specific path if we selected it, I am wondering how I could do it: if we touch the button, then it can only move on the specific path, it is an arc ...
5
votes
1answer
202 views
A* for non grid network
For my specific case, I am trying to find a path finding implementation similar to what described here.
I could see reference implementation for A* and HPA*, but I wonder how to extend A* to simple ...
2
votes
1answer
188 views
World-map navigation and path-finding
I'm designing a 2d RPG where you navigate on a overhead map. The terrain is mostly open with big parts of inaccessible terrain such as mountains and rivers. The player navigates short distances at a ...
5
votes
3answers
291 views
3D pathing finding with flying
Does anyone know of a (free or paid) solution that enables 3D path finding? Basically something like:
CalculateRoute(input_geometry, start_pos, end_pos, variance)
I found a good paper on the ...
3
votes
1answer
86 views
Pathfiding for groups of agents
How can we refine this path search method to make group movement more elegant? I'm trying to make a RTS-style game, using a 2d tiled gameworld. I have implemented an A* pathfinding algorithm which ...
0
votes
0answers
147 views
NavMeshAgent in Unity giving jerky performance
I am using NavMeshAgent in my Unity project to calculate and move my object to a particular location.
When I do:
navMeshAgent.destination = destinationPt
the object starts moving, but the motion ...
0
votes
1answer
65 views
make a character walk along a defined path(as much as possible)
What I want is a character walking along a path, which is defined as a sequence of waypoints. For example, a soldier patrol around a castle.
The problem is, I want the soldier to avoid (dynamic) ...
-2
votes
1answer
67 views
How to find which dirction to move in a 3D space [closed]
In my game you are controlling a person walking(X and Y) and they can:
Rotate view - -180 to +180
Move a direction - Forward, Backwards, Left, Right.
I want the Move to get closer to a goal ...
3
votes
2answers
120 views
Walk to nearest attackable range node
My game has 3D environment which is partitioned in 2d cells(nodes). I have implemented A* for path finding.
Now I am just breaking my head to how to implement the algorithm to move the hero to the ...
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 ...
-5
votes
4answers
368 views
A* mouse movement javascript top-down game
Im trying to implement a* path finding for my character movement in my game.
The game is written in javaScript along with jQuery in a canvas.
I have read up on A* so i believe i understand what it ...
13
votes
6answers
567 views
How to make my characters turn smoothy while walking on a path(list of coordinates)?
I have a list with coordinates - output from A* algorithm - and I would like to make my characters smoothly follow this path with rotations.
So I have something like A and I want to get C
How can ...
2
votes
2answers
218 views
Working with chunks of terrain
Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
2
votes
4answers
531 views
Efficient path-finding on 2D tile-based multilevel map
It's a question I've been thinking about for some time... How do you effiently find a path on a 2D tile-based multilevel map? The map I use, for example, is 2048 on 2048 tiles wide. It has 14 levels ...
3
votes
3answers
137 views
Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I am having some trouble with my A* path finding. everything works fine and the path is always found. However, my game is a open map space strategy game. There are no walls etc to navigate around. ...
6
votes
1answer
140 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 ...
2
votes
1answer
208 views
Dynamic obstacles avoidance in navigation mesh system
I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
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 ...
0
votes
0answers
106 views
What's the best way to move cars along roads
I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, ...
0
votes
1answer
70 views
Detecting if an object is following a path
I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to ...
