Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.

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20 views

What's an optimal procedure to create a connected cyclic grid of nodes and edges for A* pathfinding

like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS. ...
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2answers
68 views

Using my pathfinding more efficiently

I'm making a roguelike in C# with the Roguesharp libraries, in which the map can be as large as 200x200 cells. When I have an entity requiring pathfinding, I am using Roguesharp's built in pathfinding ...
4
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2answers
101 views

Object outlining

I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
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1answer
77 views

How to avoid 2d enemy using trigonometry?

I'm making a game in Javascript & HTML5. I have a "bullet" (let's call it so) that needs to reach the enemy (at fixed position) and that need to avoid the enemy's "bullet". To make the bullet ...
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2answers
109 views

GameMaker : how can i get the instance ID of multiple instance in a radius?

GameMaker and coding noob here, need help on something maybe trivial for some of you. I'm working on the map part of a game. I have a map with spots on it, each spot is an instance of the same object....
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26 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
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0answers
42 views

How can I make cars drive navigate an intersection without colliding?

I'm trying to create a 2D game with a traffic intersection: My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible. How can ...
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3answers
176 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
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1answer
58 views

Doubts on player movement strategy

What I want to achieve is the player moving to the touched position on a 2D grid-based game, stopping at the last reachable spot if the target position is unreachable. What is the strategy usually ...
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2answers
41 views

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that? My initial idea was to ...
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1answer
47 views

Circular fighter motion algorithm

Is there an algorithm to make ships take semi-circular patterns? I need something like the below image: Big Blue- Command Ship Small blues - fighters Red lines - path of movement I want the ...
3
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1answer
68 views

Locust Swarm algorithm for path finding (devour and move on)

I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
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4answers
604 views

Why is my A* Pathfinding incredibly slow?

I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk. My grid is only 64*64. This is my code: #include "AStar.h" #include "Node.h" #include "...
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2answers
166 views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
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1answer
96 views

Pathfinding to unknown destination point

Usually you need path finding algorithms to find one or the best path between two points. Do you know if path finding algorithm where you don't know the destination point exists? I have a graph made ...
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2answers
40 views

Movement looks funny If player takes up multiple tiles in tile-based game

So here is my problem: Start = +++ +++ +++ End = --- --- --- Player = *** *** *** +++000000000000 +++000000000000 +++000000000000 000000000000000 ...
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0answers
28 views

How do I turn a vector map into a nav mesh?

I have the following path finding problem: I have a map that is described as a set of polygons that are traversable and need to somehow write path finding for the system. The current data is that the ...
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1answer
33 views

Following waypoints, condition is never fulfilled

Given a 2D-grid which is defined like below and is used to draw a grid consisting of cells: int[,] grid; //filled with 0 (blocked) and 1 (walkable); I also have a A*-algorithm implemented which ...
2
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1answer
166 views

How can I adapt A* pathfinding to work with platformers?

I have an A* implementation that works in "top down" situations where gravity is not taken into account for pathfinding. But, I am looking to modify to work in a 2d platformer situation. I am using ...
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1answer
68 views

Should I use the pathfinding client side or server side? [closed]

I'm developping a game where the user can walk in a room (with the others players). There are some obstacles that blocks the user. I'm using a Javascript pathfinding library to find where the user can ...
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2answers
100 views

Dijkstra's Algorithm - Infinite loop

While running Dijkstra's Algorithm to assign a direction to every tile and when an object land on the tile, follow the direction to a goal. I encountered an infinite loop (or I think it is). The ...
0
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1answer
70 views

An algorithm for forming unit groups

Currently in my game engine when a user selects a large number of units and commands them to a target each unit finds its own path using Jump Point Search. The performance of this is generally OK. ...
2
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1answer
70 views

Forward A-star pathfinding vs Reverse A-star pathfinding

Under what condition does doing Forward path finding or Reverse pathfinding get better result? Most tutorials for open grid tower defence games says to pathfind from the Goal to the monster. Why is it ...
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1answer
1k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
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2answers
183 views

Is it possible to use nav-mesh in 2d game in Unity?

I'm working on game that needs navigation and obstacle avoidance. I've used nav-mesh on 3d project before but now I'm trying to use it in 2d sprite game but it seems like it doesn't work. I want to ...
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0answers
37 views

HPA* on weighed (non-uniform) 2D grid maps

I'm researching pathfinding algorithms on the 2D grid maps in regard to their performance/memory consumtion. I'm particulary interested in the weighed maps as something much close to the reality than ...
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1answer
85 views

Enemy shake/vibrate when following character

I am using the arongranberg A* path finding project to create way points for one enemy to follow the player. However, the enemy vibrates back and forward by about 0.1 - 0.2 unit distance when moving. ...
5
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1answer
229 views

What is best method for 2D pathfinding in procedural world?

I have been researching path-finding for 2D games and would like to create a system that allows A* to perform as best as possible over a near infinite world. This system is intended to manage not only ...
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0answers
27 views

Automata Editor

I'm currently developing a State machine editor as a tool for some games my team is developing: but the algorithm I chose to display the paths between the states doesn't care about the obstacles, ...
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1answer
72 views

Dijkstra's algorithm null hypothesis pathfinding without navmesh

I am having trouble understanding how to implement dijkstra's algorithm for a path finding assignment, here's what the layout looks like: Each node has a List of neighbours which are found using ...
3
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2answers
107 views

Efficient use of pathfinding [closed]

I'm doing a post-mortem on my game project, and this problem kept bugging me as my team couldn't solve it throughout. So my game is a pure 2D top-down shooter built with Unity3D, with enemies ...
3
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1answer
128 views

Pathfinding: longest route along tiles of same type

I'm programming a simple tile-based puzzle game, and I've gotten stuck trying to work out a pathfinding algorithm. Here's how the game is set out: The game board is (arbitrarily) 8 tiles wide by 8 ...
4
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1answer
69 views

How can I implement A* so that it accounts for the size of the actor?

I'm trying to make a little A* implementation using polygon verticies as nodes instead of grids and I ran into the problem of figuring out what paths are wide enough to accommodate the actor moving ...
4
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3answers
168 views

A* in 2D game. corner pathfinding issue

the issue I'm having will be best described with pictures more so than with code, so lets have a look if you will. So all the mobs followed the player and started attacking him, but as soon as 4 ...
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1answer
40 views

How to identify entrances of a cluster in HPA*?

Recently I've become interested in understanding and implementing HPA* in a RTS game. I've found the following presentation which is really good for explaining how HPA* works: https://harablog.files....
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1answer
101 views

Pathfinding on multiple grids connected through teleports

I try to create a "AI" that can move independently on a map structure where the individual maps are only connected by one directional teleport squares (links). There are some map areas you can only ...
7
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1answer
156 views

Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
3
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1answer
229 views

C++ A Star Algorithm [path takes wrong route] using <deque> & unique_ptr

I am having issues, trying to get my A Star algorithm working, the main problem is with my process of the algorithm, I am using something known as the TL engine which has some of its own datatypes and ...
1
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1answer
81 views

FollowPath steering behavior

I'm having a problem with AI movement in my top-down game. AI builds path and than moves using libgdx FollowPath (this problem is still actual) steering behavior. I have some solutions, but can't ...
0
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1answer
55 views

Calculate Jump Limits

My question is in a similar vein to this question, I am creating a pre-mapped pathfinding solution much akin to how Ash Blue was for my 2D platformer-style game (in XNA). As part of the process, I ...
2
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1answer
99 views

How can I remove unnecessary nodes from my path?

How do I remove the unnecessary nodes from the path to make it as short as possible? Idealy I'd like the result path to look like the green line. The red thingy is not walkable. var ...
7
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2answers
348 views

2D A* Path-Finding

I have this problem, which isn't really a problem, but I feel like it's some sort of glitch in my code maybe. My pathfinder, to find a path from A to B, does this: which is almost fine, it works ...
1
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1answer
81 views

How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...
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0answers
31 views

Aron Granbergs Unity Pathfinding AI goes back and forth

The agent goes back and forth after calculating the path with seeker.StartPath (transform.position,target.transform.position, OnPathComplete);. The gizmo shows the correct path. Please watch this ...
2
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1answer
35 views

Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
5
votes
3answers
170 views

Find Minion with shortest path

I'm working on a game like Settlers III/IV. There are buildings which produce goods which have to be gathered by carrier units. I have to find the carrier with the shortest path to collect the goods....
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2answers
70 views

Pathfinding assistance

Here's a quick image: I've generated a navmesh for my game that shows how an AI can get to each of its possible neighboring tiles in a map. (I followed some gamasutra article as reference, I'll ...
3
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1answer
133 views

Effective AI for 3D Motion

I am developing a game in XNA and am trying to create an effective AI for the enemy and friendly spaceships but am having a hard time keeping the game effective without disadvantaging one side or the ...
2
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1answer
64 views

Storing visibility graph for path-finding: do redundant and non-visible pairs of points have to be saved?

Using C# in Unity, I have recently implemented an algorithm that determines during run-time the visibility graph of a given scene in my game project (visibility between corners of obstacles). Now I am ...
2
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1answer
104 views

Where/how should A Star tie breaking occur?

I've recently written a path finding script that utilizes a basic implementation of the A Star algorithm. It works fine but is not very fast. This is due, at least in part, to the fact that it isn't ...