Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.

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2answers
96 views

finding a path from one point to another with obstacles help

Im building a tile based game and im implementing my path finding algorithm. Currently, it can find a path from point A to point B with no problems. However, if there are obstacles between point A and ...
0
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2answers
64 views

A* Implementation Produces zig-zag in positive directions

I have an implementation of A* in Java. I followed this guide http://www.policyalmanac.org/games/aStarTutorial.htm. But I noticed that the paths generated where the goal is in the positive X and Y ...
-2
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1answer
56 views

Optimal trajectory of area exploration

I've got next problem. There is three objects: first one, with next characteristics: circular area of view, speed, drag coefficient; wind (or water current, doesn't matter; some sort of resistance) ...
2
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2answers
228 views

Basic Node Based Pathfinding

I am new to pathfinding but i have read and watched through some articles, blogs and videos about Pathfinding. Since those that i have read and watched from are mainly for RTS Games, Grid Based ...
3
votes
1answer
162 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
0
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0answers
49 views

Grid Based AI Pathfinding [duplicate]

I'm creating a top-down RPG and I have the movement system set up for the player character - it is alike to Pokemon in the movement sense in that it looks smooth but it is aligned to a grid. Since I ...
6
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1answer
213 views

What is the difference between Djikstra and flow fields?

I understand flow field pathfinding (as illustrated in recent Gas Powered Games titles) consists of 1) computing a vector field covering the map for a given destination, 2) deriving unit directions ...
6
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2answers
140 views

Pathfinding with inertia

I'm currently working for pathfinding for a game where units are moving, but they have inertia. Most typical pathfinding algorithms (A*, Djikastra, etc.) are simply designed to minimize the length of ...
5
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1answer
107 views

QuadTree-based pathfinding for a volume body

I want to make a game where a player follows a mouse pointer. The game is not tile-based. I use quadtree for a collision detection and everything works fine. But now I want to develop a player ...
4
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1answer
76 views

Cram search results into viewport (of a search minimap)?

I'm no coder, nor do I try to be. I just had one of those "it's impossible" arguments with folks who love to argue with me before they even understand what the argument is about :) So I need to ...
0
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1answer
82 views

Pathfinding Algorithms [closed]

I am new to game programming I currently am using unity's 2D power to remake an 2D game for sake of practice. So I am just little confuse about one thing, so far every enemy in my game was dumb(they ...
4
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1answer
75 views

Simplify navmesh path

I'm trying to implement pathfinding in my game, I'm using navmesh with triangles. I'm able to find a path but I want to simplify the path. This is what I have right now : Green quad is start ...
14
votes
4answers
3k views

Are square or hex grids better for pathfinding?

Is there any significant difference between using a square or hexagonal grid for the area searched by a path finding algorithm. In other words, is square or hexagonal better, and if so why.
3
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2answers
269 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. ...
1
vote
2answers
550 views

Moving an object around the the circle to the specific location in circumference

Well I have run out of ideas how to approach this particular problem.See the picture below: So the idea is that the object (dot in black) has to get to a point mark X (red X mark).However the ...
2
votes
2answers
107 views

How can I keep AI from getting stuck on each other?

I'm currently working on AI and, as stated above, I'm having trouble figuring out how to keep the AI from getting stuck on each other. More specifically, I'm working on two different behaviors for ...
3
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6answers
1k views

Pathfinding in multi goal, multi agent environment

I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o ...
0
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4answers
171 views

AStar for isometric game with overlapping walkable areas

We're developing an isometric game that so far has had a single ground level (y = 0) for the avatar to walk on. Pathfinding for this can be solved with a relatively simple 2D AStar tile map. We're ...
3
votes
2answers
377 views

Pathfinding in 3d voxel: waypoints?

I have an application where I have a 3d collision voxel space (passable or non-passable at each point) and I want to plot a short unobstructed path between two points. There are no gravity ...
1
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1answer
77 views

Best way to calculate city influence maps similar to civilisation?

As the title says, imagine you want to generate the influence mask for a city, given that the map is a 2D grid rather than hex. An extra bit is that different points on the map might have different ...
2
votes
2answers
705 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
10
votes
1answer
1k views

Efficient path-finding in free space

I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does ...
4
votes
1answer
85 views

Suboptimal A* Pathfinding Solution Example using Manhattan Distance Heuristic

I believe using an overestimating heuristic with A* is not guaranteed to find the shortest path. Assuming an agent can travel as a bird using euclidean distances, the manhattan distance provides just ...
0
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0answers
56 views

Pathfinding with move costs, grids, and arbitrary points

I'm building a game where the movement cost and passability is driven by a 2d array, but units are not conformed to this grid; it mostly just determines movement cost and natural/artificial immobile ...
19
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3answers
3k views

Why do some networked games use interpolation and some use pathfinding for remote movement?

This is a bit of an open question but I'd like to see someone contribute a good reasoning for both. For a quick example of both: Interpolation Model Think the Valve model where the client is ...
2
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1answer
224 views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
0
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2answers
218 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
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2answers
136 views

Best way to constrain character to a path?

I'm in the process of developing a level-based runner for mobile phones, and I've hit a wall when deciding which method to use to get the character to move through the level. Basically - I need my ...
0
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0answers
35 views

Getting portals along a path of navigation nodes

I'm trying to create the path-finding algorithm for a small project and I'm having problems straightening the path after the A*-search returns a path along the navigation nodes (vertices of a ...
0
votes
1answer
40 views

Use pathfinding algorithm in a navmesh with several endpoints [closed]

I need to implement a pathfinding algorithm in a navmesh with several endpoints, and I would like to find the path to the closest endpoint. I suppose that Dijkstra algorithm is the best solution for ...
0
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0answers
66 views

Dijkstra Pathfinding in Libgdx, some minor problems

I'm having some problems with my Dijkstra implementation in Libgdx. I understand that there are already AI libraries that can probably do this much simplier but this is a school assignment so i'm ...
0
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1answer
73 views

A* pathfinding not finding shortest path with weird behavior [closed]

NOTE I have read through this thread and have tried the implemented answer The A* pathfinding algorithm works fine most of the time but in some specific cases, it seems to not use the shortest path. ...
2
votes
2answers
65 views

A* pathfinding for grid with direction-dependent nodes?

I'm trying to understand if the A* algorithm is a possible pathfinding solution for my game. I have a simple grid of nodes that an enemy can move around on, but the nodes represent traversable ...
-1
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2answers
48 views

Obstacles work in Unity Editor but not in the build [closed]

As the title states my code works in editor view but not when I Build it. I need to dynamically place and remove Obstacles in a NavMesh. Can anyone give some insight why this happens?
1
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1answer
73 views

Pathfinding across mutliple levels

For a final school project, I have implemented an A* algorithm for pathfinding across a tile graph. So far, it has worked far surpassing my expectations. However now I'm in the process of adding a bit ...
0
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1answer
97 views

Game mechanic player following path looks very roughly

I want my player entity to follow a path, which works, but it looks very roughly. Like it would stuck everytime. bool arrivedX = false; bool arrivedY = false; float speed = 0.06f; ...
24
votes
3answers
15k views

How does Navigation Mesh path-finding work?

I want to understand how navmeshes work, how to implement them and why it is better than other types of pathing systems.
54
votes
11answers
5k views

How does A* pathfinding work?

I would like to understand on a fundamental level the way in which A* pathfinding works. Any code or psuedo-code implementations as well as visualizations would be helpful.
6
votes
2answers
656 views

Getting a Ranged AI “In Range” to shoot

In my game, ranged units and melee units have the same behavior. Ranged units try to maintain a fixed distance r, from their targets. If they're within r + d of the target (where d is a small value) ...
1
vote
1answer
734 views

How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple ...
2
votes
1answer
252 views

Pathfinding and clusters

For an assignment, I am required to implement an A* algorithm in order to find the shortest path between two object using different heuristics null, this effectively becomes Dijkstra Euclidean ...
4
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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 ...
1
vote
0answers
31 views

Optimization of A* in Python [duplicate]

I am working on an IA (in Python) for small board game, and I need to do a lot of pathfinding per round in order to find the best move I can do (minmax implementation). My problem is that even if the ...
6
votes
1answer
781 views

Pathfinding: Tile-Based Navigation Mesh

I'm developing a real time, tile-based RTS. This is an example map: This map consists of 4 regions with 256 tiles each. Blue tiles represent obstacles. Units can move in the standard eight ...
2
votes
2answers
106 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
0
votes
0answers
175 views

Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

I am trying to create an algorithm which handles a NavMesh / Point Graph Generation for 2D Procedural Platforms Level in Unity3D. The reason why I say NavMesh / Point Graph is I don't know which one ...
3
votes
3answers
218 views

Possible A* Optimizations [closed]

I have implemented A* in my game. However, I am not happy with the performance and need some help deciding what to do next. I have already done the following optimizations: Not having a closed ...
1
vote
3answers
5k views

Is there a way to display navmesh agent path in Unity?

I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when ...
1
vote
2answers
364 views

How can I implement platformer pathfinding?

I've gone through A* pathfinding but could find anything on this. What I'm looking for is pathfinding for something kind of like a super smash bros level with different platforms. Can anyone point me ...
0
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0answers
38 views

2D Platformer Pathfinding [duplicate]

First of all, I'm sorry, I know this is a really broad topic, but I've been trying to do this for days, I've looked at about a hundred different Google links, and I'm just not having any luck. ...