1
vote
0answers
70 views

How to use an A* Pathfinding System across uneven environments?

I am developing a game in Unity3D. I want an enemy character to follow the player around. The problem is, my surface is uneven and full of mountains. I am using aarongranberg's pathfinding project. ...
10
votes
2answers
1k views

What kind of steering behaviour or logic can I use to get mobiles to surround another?

I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking ...
2
votes
1answer
124 views

Is it more efficient to use an A* algorithm or a line system drawn in pathfinding in C#?

I was recently introduced to the A* algorithm when I asked a friend about making AI/NPC's in video games move to certain points and it sounded very interesting. I am building an FPS and it has AI that ...
2
votes
2answers
143 views

Pathplanning A* Getting stuck in wall

I'm having a problem with my pathplanning. I can plan a path and make my character follow it, that's not a problem but then i plan a path around a wall it takes the shortest way as A* suggests, which ...
1
vote
1answer
87 views

More Precise PathSmoothing

I'm reading a book about AI - Path planning and path smoothing. Yet this book is using c++ code. And i'm coding in c# with the XNA framework. I have a path smoothing working, yet the book says it can ...
2
votes
0answers
112 views

Design Question, Thoughts on Path Finding for a Galaxy Map [closed]

I am thinking through solutions for a galaxy map. We have different solar systems that need to be connected. I do think a-star (A*) is possibly a good solution but was curious if it was really the ...
-2
votes
1answer
116 views

How do I avoid A* pathfinding lists exploding? [closed]

I'm attempting to implement A* pathfinding in my game, and it works for most of the iterations I've tested it with, but I've hit a few random cases where it never stops loading items into the Closed ...
0
votes
0answers
374 views

NavMesh agents pushing other NavMesh Agents in Unity Pro

Using the NavMesh system in Unity, I created pathing system for my player character as well as the enemy AI. When a group of enemy NavMesh Agents surround my player character, they can be pushed out ...
0
votes
1answer
282 views

A*, Tile costs and heuristic; How to approach

I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the ...
2
votes
1answer
209 views

how do I make an enemy target an ally unit?

I have 2 different classes, a EnemyFighter class, and a EnemyBomber class. both are planes that I have that can fly around the map.( i also have AllyFighter, and AllyBomber) So far they can follow ...
-1
votes
3answers
310 views

Looking for detailed pathfinding examples

I am currently working on a 2D-TopDown game. Now I was looking for pathfinding algorithms. I read and understood A* and Dijkstra. But there are still some questions I have. So I am looking for ...
1
vote
2answers
267 views

How can I use triangle picking to determine location of a triangle in world space coordinates?

I am trying to implement point and click movement in my game, but at the moment I am stumped about how I can select parts of a mesh for the player to walk to. So what I have done is I have got a ...
14
votes
6answers
1k views

How to make my characters turn smoothy while walking on a path(list of coordinates)?

I have a list with coordinates - output from A* algorithm - and I would like to make my characters smoothly follow this path with rotations. So I have something like A and I want to get C How can ...
1
vote
3answers
656 views

Making an AI walk on a NavigationMesh (2D/Top-Down game)

For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
-4
votes
4answers
124 views

How to select a random node [closed]

I need to know if it is possible to select a random node or select a node itself because I'm doing a zombie AI and I need him to randomly move, and I wanted to know if it's possible to do it and how.
4
votes
2answers
1k views

How to create a thread in XNA for pathfinding?

I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this ...
0
votes
3answers
413 views

XNA RTS A* pathfinding issues

I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on ...
4
votes
4answers
1k views

A* algorithm very slow

I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens ...
1
vote
3answers
605 views

Pathfinding for units of variable size

I'm using a grid map for a top-down RTS, and using a* for pathfinding. Specifically, I've found one implementation which is heavily optimised, and I've been using it for a while, but now I've realised ...
4
votes
3answers
615 views

Pathfinding for a lot of units, mostly random movement

I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
1
vote
0answers
382 views

Stuck with A* implementation [closed]

I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks ...
4
votes
2answers
1k views

Which pathfinding algorithm should I use for multiple enemies and tower placement?

I am new to game development and I am developing my first "Tower Defense"-type game. I need a pathfinding algorithm to place my towers and to move enemies. For tower placement case: I want the ...
6
votes
1answer
568 views

Linking nodes algoritm for Visual Design

I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours. This video shows what i have done and the problem to resolve the link ...
7
votes
5answers
3k views

Best pathfinding algorithm for a tower-defense game? [duplicate]

What do you suggest would be the best algorithm for a tower-defense game? It's a 2D based tile game, where there is walls and towers blocking the way, between spawnpoints and their destination points. ...
6
votes
7answers
1k views

Wikipedia A* pathfinding algorithm takes a lot of time

I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there ...
14
votes
9answers
5k views

Dynamic pathing algorithm for tower defense game

I'm making a Tower Defense and I need a good pathing algorithm for it. I have thought about Dijkstra but I need one that can be dynamic; it must be able to update itself when one edge is removed or ...