I have a square, fixed-grid terrain with one terrain type per grid unit in my game, and I want to do an arbitrary polygonal terrain query which returns all of the grid units enclosed/intersected by ...
This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of ...
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 ...
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 ...
Currently my very basic AI framework has agents that move along a a jagged path made up of a series of points. They do this by simply moving their position from one point to the next. When they ...
Given are a twodimensional space, and 1 friendly spaceship standing still, one foe is moving NOT directly to the friendly ship with known actual position, speed and direction. The friendly ship wants ...
I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because ...