I'm creating a 2-dimensional, turn-based strategy game using c++ and SFML-2.0. Movement is distance-based rather than grid-based, with several different triangle-shaped pieces that, on a given turn, ...
I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it ...
I figure that I intend to generate, for group orders, one optimal path, and then use a flocking algorithm to "glue" the units together as they all follow this one optimal path. However, a naive ...
I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does ...
I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can ...
I have a 2D tile map, where each tile is marked as blocking or non-blocking. Each tile is 16x16 pixels and sub-tile movement is possible. I'm attempting to generate a navigation mesh from this data, ...
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 ...