1
vote
1answer
106 views

How can i use triangle picking to determine the exact location of a triangle in world space coordinates?

Im trying to implement point and click movement in my game, but at the moment im stumped about how i can select parts of a mesh for the player to walk to. So what ive done is ive got a navigational ...
0
votes
0answers
60 views

problems with C# Port of Recast Detour Navigation Mesh for XNA, A* Pathing [closed]

Update 10/03 Ok, so i figured out the problem. C# is a funny old language..I changed int navMeshCount = navMesh.GetPath(ref start, ref end, routePolys, navMeshRoute, false); to var ...
4
votes
2answers
579 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
344 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 ...
-1
votes
1answer
288 views

a* path finding and movement (keeping the character central) [closed]

Now I've built games in xna so I think I'll be ok with the framework mono touch, but I've only ever worked on really simple games in xna so I need to ask a few questions that will help me get started: ...
4
votes
4answers
819 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 ...
6
votes
2answers
616 views

Correct way to handle path-finding collision matrix

Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...
2
votes
2answers
1k views

A* pathfinding for an isometric map

I am making an isometric tower defense game in XNA and trying to implement the A* pathfinding algorithms for my enemy AI. I am quite new to programming, especially AI and pathfinding, so please excuse ...
-3
votes
1answer
393 views

c# xna move Image using two Vectors?

initially image placed (0,0)th position and where ever i touch that is end position. Now i got Start Position(0,0) and End Position(200,200). i want to move start to end vector using angle. If ...
3
votes
2answers
495 views

How to create wrap-around pathfinding?

I've created a planet and obstacle grid and want to move units through this grid using A* or any other algorithm. The only problem is wrapping. I need a simple example of how to handle this unusual ...
8
votes
3answers
2k views

How do you do AI path following within a 2d physics engine like farseer/box2d?

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. ...
3
votes
3answers
468 views

Tool for creating complex paths?

I want to create some fairly complex 2d predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow ...
6
votes
1answer
545 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 ...
16
votes
7answers
832 views

Spawning units in a world made by Perlin noise?

There's some issues that I've come across in my Perlin noise-based game. Take a look at the attached screenshot below. The white areas you see are walls, and the black areas are walkable. The ...
7
votes
5answers
2k 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. ...