# Tagged Questions

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

118 views

### Graph search with a high number of actions

I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
79 views

### Efficient use of pathfinding [on hold]

I'm doing a post-mortem on my game project, and this problem kept bugging me as my team couldn't solve it throughout. So my game is a pure 2D top-down shooter built with Unity3D, with enemies ...
157 views

### Find Minion with shortest path

I'm working on a game like Settlers III/IV. There are buildings which produce goods which have to be gathered by carrier units. I have to find the carrier with the shortest path to collect the ...
59 views

### Pathfinding: longest route along tiles of same type

I'm programming a simple tile-based puzzle game, and I've gotten stuck trying to work out a pathfinding algorithm. Here's how the game is set out: The game board is (arbitrarily) 8 tiles wide by 8 ...
129 views

### A* in 2D game. corner pathfinding issue

the issue I'm having will be best described with pictures more so than with code, so lets have a look if you will. So all the mobs followed the player and started attacking him, but as soon as 4 ...
49 views

### How can I implement A* so that it accounts for the size of the actor?

I'm trying to make a little A* implementation using polygon verticies as nodes instead of grids and I ran into the problem of figuring out what paths are wide enough to accommodate the actor moving ...
22 views

### How to identify entrances of a cluster in HPA*?

Recently I've become interested in understanding and implementing HPA* in a RTS game. I've found the following presentation which is really good for explaining how HPA* works: ...
97 views

### Pathfinding over a moving platform

I have beens struggling with the following. In the game I am developing with Unity 5 in C#, I need to implement basic pathfinding over moving platforms (not with moving platforms). It means, I am not ...
18k 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.
156 views

### Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
208 views

### 2D A* Path-Finding

I have this problem, which isn't really a problem, but I feel like it's some sort of glitch in my code maybe. My pathfinder, to find a path from A to B, does this: which is almost fine, it works ...
52 views

### Pathfinding on multiple grids connected through teleports

I try to create a "AI" that can move independently on a map structure where the individual maps are only connected by one directional teleport squares (links). There are some map areas you can only ...
106 views

### C++ A Star Algorithm [path takes wrong route] using <deque> & unique_ptr

I am having issues, trying to get my A Star algorithm working, the main problem is with my process of the algorithm, I am using something known as the TL engine which has some of its own datatypes and ...
273 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 ...
61 views

### How can I remove unnecessary nodes from my path?

How do I remove the unnecessary nodes from the path to make it as short as possible? Idealy I'd like the result path to look like the green line. The red thingy is not walkable. var ...
135 views

### Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
135 views

### How to choose and scale heuristics for A-star on a graph?

I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that ...
699 views

### A* pathfinding for dynamic obstacles and player made blockages?

Hi I'm creating a TD in Unity 5 and need some help with my Pathfinding. I'm going to use Arons A* pathfinding for my AI which enables me to use dynamic objects and update the path during run-time. ...
27 views

### FollowPath steering behavior

I'm having a problem with AI movement in my top-down game. AI builds path and than moves using libgdx FollowPath (this problem is still actual) steering behavior. I have some solutions, but can't ...
53 views

### Calculate Jump Limits

My question is in a similar vein to this question, I am creating a pre-mapped pathfinding solution much akin to how Ash Blue was for my 2D platformer-style game (in XNA). As part of the process, I ...
67 views

### How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...
637 views

### Working with chunks of terrain

Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
123 views

### Effective AI for 3D Motion

I am developing a game in XNA and am trying to create an effective AI for the enemy and friendly spaceships but am having a hard time keeping the game effective without disadvantaging one side or the ...
26 views

### Aron Granbergs Unity Pathfinding AI goes back and forth

The agent goes back and forth after calculating the path with seeker.StartPath (transform.position,target.transform.position, OnPathComplete);. The gizmo shows the correct path. Please watch this ...
32 views

### Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
69 views

### Pathfinding assistance

Here's a quick image: I've generated a navmesh for my game that shows how an AI can get to each of its possible neighboring tiles in a map. (I followed some gamasutra article as reference, I'll ...
135 views

### How should I use Monte Carlo method to simulate some police cars that keep patroling in a tile based map?

I have a tile map (isometric) and I have some police cars that they patrol all the time on the map, there is some building and other cars in map too so they are considered as constraints in my ...
82 views

### Given a 3d goal point and a turn rate in radius, find max speed to reach goal

I'm working on a 3d space sim with AI agents flying ships through space. I am trying to get them to follow a waypoint path nicely, which involves figuring out how fast they can be travelling and still ...
135 views

### How to implement visibility graph pathfinding in Unity/C# to detect paths (i.e. visibility connections) efficiently?

I am struggling with implementing continuous path-finding trough visibility graphs. Notice, I know that grids can be used even when movement is not trough grids (e.g. Theta*). But for my current ...
52 views

### Storing visibility graph for path-finding: do redundant and non-visible pairs of points have to be saved?

Using C# in Unity, I have recently implemented an algorithm that determines during run-time the visibility graph of a given scene in my game project (visibility between corners of obstacles). Now I am ...
65 views

### Where/how should A Star tie breaking occur?

I've recently written a path finding script that utilizes a basic implementation of the A Star algorithm. It works fine but is not very fast. This is due, at least in part, to the fact that it isn't ...
62 views

### Find shortest path (quickly) on the surface of a 3d model?

Imagine this scenario: we have a 3d model, for instance a doughnut, apple or an orange (possibly something more complex). There's an insect (let's say an ant) on the surface of that food item. Now ...
13 views

### Identifying transitions and entrances in HPA*

I lack reputation to post more than 2 links, so I'll be squeezing the images I planned to add into one link. http://pastebin.com/6ZqGPNZ5 I've been trying to implement HPA* over the last few days, ...
4k views

### How do I implement group formations in a 3D RTS?

I managed to get pathfinding work for a single unit, and I managed to avoid agent-agent collision, but now I need to be able to send a group of agents to some location. This is my set-up so far: ...
254 views

### What is the most appropriate path-finding solution for a very large proceduraly generated environment?

I have been reading quite a bit in order to make the following choice: which path-finding solution should one implement in a game where the world proceduraly generated, of really large dimensions? ...
216 views

### AI pathfinding in mostly-free space

I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
116 views

### How to get NPC to Find and Follow Path to other NPC?

Problem: I am using Skyrim Creation Kit to create a very simple mod. I want the mod to make one NPC follow another NPC. My first problem is that I am not really 100% sure where to start. The second ...
98 views

### Code sample on how to implement Lee's visibility graph

In my recent search, I've been amazed about how difficult it is to find code examples or information on how to build visibility graphs. Considering its importance on video-game development for AI ...
56 views

### need a pathfinding algorithm from 1 column to another

grid contains weights and I need a max path sum from one column to another possible movement directions are (right, up & down only). Can Djikstra or A* help ??
7k 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 ...
179 views

### Embed a real city in a game and use data to find and display paths [closed]

First of all this question is gigantic but it's mainly about Unity, maps, pathfinding, and real data. The problem. In my game the player sees the map of a real city (in 2D), it’s exactly the same ...
66 views

### Jump Point Search with Weights

Everywhere I've searched on the internet, people seem to assume that jump point search would not work with weighted grids. So why wouldn't it work with this simple modification to the algorithm: This ...
91 views

### Funnel algorithm

I'm implementing the funnel algorithm for pathfinding. After searching many resources I found those : https://skatgame.net/mburo/ps/thesis_demyen_2006.pdf ...
70 views

### How to configure A* for large 2D Grid based pathfinding, where paths could be long or short?

I thought A* was Optimal, meaning I'd always get the quickest path. I have written a generic Pathfinding implementation here: ...
423 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 ...
444 views

### How does an AI determine the bearing to follow within a nav mesh?

I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
166 views

### Pathfinding to find the route to nearest resource in 2D grid

The setting is a game in a 2D gridlike labyrinth/maze. I'm looking at pathfinding algorithms such as A* and Dijkstra. I can't figure out how to have my game characters find the nearest resources. All ...
79 views

### A* Pathfinding math for 2D, oblique style game

I'm making a 2D, oblique-styled RPG game and am implementing A* pathfinding for NPCs. The game is on canvas, using melonJS engine and sprites not confined to a 'grid'. I'm having a hard time ...