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

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Implementing ClearPath (crowd pathfinding)

This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of ...
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2answers
187 views

How can I incorporate the path of a jump into my A* implementation?

I need to calculate the path of a jump via A* for a simple platformer game. Calculating the direction is simple, but translating the jump physics into pre-calcuted voxel paths is a bit difficult. ...
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1answer
1k views

NavMeshAgent in Unity giving jerky performance

I am using NavMeshAgent in my Unity project to calculate and move my object to a particular location. When I do: navMeshAgent.destination = destinationPt the object starts moving, but the motion ...
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1answer
236 views

Verify which bubble is connected to top using DFS

I am working on a bubble shooter game in this game i have implemented searching using DFS as suggested in this link, and this is working fine. Update Here is my code for DFS ...
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4answers
251 views

How can I make a character smoothly traverse a list of waypoints?

I want to set up paths for enemy characters in my game to patrol. I'd like to be able to define a list of waypoints and have the enemy follow the path from one point to another, but in a smooth curve. ...
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2answers
368 views

How can I compute the shortest path in Euclidean environments with non-convex polygons?

Can someone suggest papers or algorithms about calculating shortest paths in Euclidean spaces with non-convex polygon as obstacles?
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329 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 ...
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3answers
148 views

Pathfinding Search for Path of Specific Length

I am creating a roguelike. This question applies to random map generation. First, I generate areas using a BSP algorithm, where I randomly divide the map into areas. Then, I generate a graph of the ...
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1answer
114 views

How do I avoid obstacles on a predefined path?

I want is a character to walk along a path defined as a waypoint sequence. For example, a soldier patrolling around a castle. However, I want the soldier to avoid (dynamic) obstacles, without ...
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1answer
216 views

How can I test if an object will “fit” during pathfinding?

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 ...
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11answers
4k 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.
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1answer
656 views

How does the Simple Stupid Funnel Algorithm work?

Working with the funneling algorithm shown on Digesting Duck I'm not sure how the detection of the funnel works. Can someone explain the method clearly to me or suggest an alternative way of ...
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1answer
414 views

How can I optimize this flood fill algorithm?

I'm creating a sprite and animation editor like this one. I'm having performance issues with my flood-fill algorithm. Basically, I open an image with the different modules that are part of a frame of ...
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1answer
336 views

How can I plot a radius of all reachable points with pathfinding for a Mob?

I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an ...
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1answer
366 views

Implementing David Silver's Cooperative Pathfinding in Real-Time

I'm currently implementing David Silver's Cooperative Pathfinding algorithm for a 2D game with grid-based movement (all eight directions). The issue I'm having trouble wrapping my mind around is the ...
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2answers
172 views

How to proceed on the waypoint path?

I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets ...
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3answers
280 views

Why can't my A* implementation find a path out of an open room?

I tried to follow this article with the following example, but in my attempts it always ends up with a dead end. If we take G being 10 in a straight line or 14 in a diagonal, and H the distance in ...
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2answers
216 views

How to optimize my A* algorithm

I'm working on a roguelike, and I think my A* algorithm is insufficient. My general algorithm for building the dungeon is: Place rooms Figure out which rooms should connect by a relative ...
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1answer
160 views

Overlaying grid for pathfinding

I have a simple problem. My game is not grid-based, so units can be at any arbitrary coordinate and move at different speeds. My obstacles are all rectangular and axis-aligned, so naturally it makes ...
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3answers
701 views

How to make natural-looking paths with A* on a grid?

I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for ...
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1answer
265 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 ...
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2answers
504 views

Displaying possible movement tiles

What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
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2answers
431 views

Making the player walk on walls in box2d

I'm making a game in stencil where players walk form left to right along randomly generated walls. I cant use waypoints, since the walls' shapes and positions are unpredictable. Here's a descriptive ...
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1answer
394 views

Do I need path finding to make AI avoid obstacles?

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 ...
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1answer
260 views

About the A* algorith(pathfinding)

We have a formula of f=g+h wherein g is the path cost and h is the distance left to the goal. Given that I only want to move my unit in 4 direction (N,S,E,W), my question is: Can we consider h as ...
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3answers
1k views

A-Star Pathfinding Not Giving Shortest Path

I'm attempting to implement the A* pathfinding algorithm in Java. I thought it was working well, but then I found instances where it doesn't follow the shortest path Green = start, red = target, ...
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0answers
163 views

Pathfinding with portals? [closed]

I'm not making a game with portals in it (one way or bidirectional). These portals instantly teleport characters from one location to another. How would I implement pathfinding? Here's an animation ...
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1answer
897 views

How to do starcraft pathfinding?

I've been trying to figure out how to implement something like the pathfinding in Starcraft 2. I'm not looking for all the sophisticated features like flocking, queueing, etc. In fact I like how in ...
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1answer
197 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 ...
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3answers
442 views

Finding possible moves for an entity in a 2d tiled game

I'm having issues coming up with a specific search term for this, but how would one go about finding the possible moves in a 2D turn-based strategy game (i.e. FF:Tactics, Fire Emblem, Advance Wars). ...
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2answers
262 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 ...
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3answers
786 views

In A star, how does the heuristic help determine your path?

Say you're using a 4 by 5 grid. The G cost for horizontal and vertical movement is 10, and the G cost for diagonal movement is 14. On this page: ...
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3answers
245 views

In A star, what is the point of recalculating the best path?

In A* after the finding the next node with the lowest F value, you have to search the adjacent nodes again. When you find a node that was already in the open list, you're supposed to check if the g ...
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1answer
108 views

In A star, do I use the sum or the edge cost?

When you add a new node to the closed list, you need to check all the adjacent nodes. If you find any adjacent nodes on the open list, you have to check if G would be lower if you went through the ...
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1answer
195 views

What makes a path finding heuristic Monotonic vs. Non-monotonic?

I am currently working on an algorithm that solves a path through the maze. So far I have implemented a Manhattan and Pythagorean Heuristic. I was wondering what makes a heuristic monotonic and how ...
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2answers
509 views

How to implement pathfinding in this situation

So I'm creating a game for android using the libgdx library. I render the map from a tmx file and in it all the water tiles have the property of blocked. My player(a sprite) moves to where I ...
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1answer
868 views

Prevent instances from overlapping gamemaker studio

I have a game where multiple instances of an enemy move towards a player in their step process. There can be as many as 50 instances on screen. The issue is that the instances all end up in 1 big ...
5
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1answer
387 views

Delaunay triangulation. Where to start?

I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...
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1answer
344 views

Are there any pathfinding algorithms that would handle different movement types?

I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based. The board is divided into hexagons, each one has a different terrain type and ...
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1answer
263 views

Tiled based pathfinding in a 1- or 2-dimensional array

As far as I know all tile based map editors export a JSON object containing one dimensional arrays. While most pathfinding libraries/tutorials are only provided for two dimensional arrays. Also if ...
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2answers
421 views

Roguelike corridor creation; Connecting rooms

I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...
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1answer
409 views

How do you construct a node map for pathfinding in a non-tiled 2D environment? [duplicate]

A* and Dijkstra's pathfinding algorithms work by navigating a node map. In a tile-based 2D environment, these nodes could easily be inferred to be the literal x,y positions of the map. For example, ...
2
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1answer
135 views

How to determine where on a path my object will be at a given point in time?

I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the ...
2
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2answers
1k views

pathFinding performance in Unity3d

I am making Sniper game in unity 3d. In this game zombies will come randomly towards the sniper and sniper have to kill them. I am using RAIN(indie) for path finding. It works best when zombies are ...
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1answer
809 views

How to play character animation when using A* pathfinding

Hi I am trying to make racing game. In which I am using mecanim animation system to animate my character. Here are the conditions for the animation to play Speed --> 1 Run Speed --> ...
11
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4answers
561 views

How to determine range of possible movement in turn-based, distance-based strategy game?

I'm creating a 2-dimensional, turn-based strategy game using c++ and SFML-2.0. Movement is distance-based rather than grid-based, with several different triangle-shaped pieces that, on a given turn, ...
6
votes
1answer
860 views

Pathfinding with 2D, non-grid based movement over uniform terrain

I'm looking for the best solution to pathfinding in my game. The map is ultimately grid-based, but entities are positioned using floats, and can move in any direction to any point on the map. The ...
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3answers
525 views

Would A* or Dijkstra be more proper for a grid-based tactics game?

In a grid-based tactical game (think Fire Emblem), would A* or Dijkstra be more proper for finding a path to use for enemy AI to determine the best place to move? A* has a better performance that ...
7
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1answer
282 views

Path Finding for an Arena based map in 3D using NavMesh

I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. ...
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3answers
875 views

Map building - Tower Defense

Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have ...