Tagged Questions
0
votes
2answers
117 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 ...
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 ...
9
votes
3answers
500 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 ...
5
votes
5answers
917 views
Path planning for volumes in games
How would you path plan a volume for a game?
For example a 1 km cube with tunnels and caverns. Also the terrain is destructible.
You have walking and flying modes.
I would separate it into phases. ...
0
votes
2answers
120 views
Converting 2d path to 3d path
What is the procedure to convert 2d path to 3d one. Maybe it's a silly question, but for example:
Let's assume that I have a path from point A to point B. And I have all X and Y coordinates of that ...
5
votes
2answers
439 views
How do I apply A* to a complex and dynamic 3D environment?
So I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work.
Now I am here : http://www.policyalmanac.org/games/aStarTutorial.htm
...