Tagged Questions
1
vote
1answer
852 views
A star algorithm implementation problems
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 ...
2
votes
2answers
150 views
Grouping units in world space
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 ...
9
votes
1answer
547 views
Efficient path-finding in free space
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 ...
0
votes
1answer
265 views
How do I make A* check all diagonal and orthogonal directions?
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 ...
5
votes
1answer
537 views
Run-time Navigation Mesh Generation for 2D Tile Maps
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, ...
2
votes
1answer
697 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 ...