I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
How do you know when a path-finding algorithm is really needed? There are contexts, where you just want to improve AI navigation to avoid an object, like a space -ship that won't crash on a planet ...
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 ...
My question is what would be the best approach to pathfinding on an uneven planetary surface? Background Information I have created a planet from displacement mapping 6 sphere projected planes. ...
I'm implementing A* waypoint pathfinding with some twists. One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces. Which ...
I'm in the process of moving a 2d top down game I've been working on into a proper rigid body physics engine like Farseer. Up until now, I had just hacked together my own physics code where needed. ...
I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and ...