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

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30
votes
4answers
7k views

How does Flow Field pathfinding work?

Supreme Commander 2 has something called flow field path finding. How does it work? Is there some article available I can read up on how it works?
3
votes
1answer
154 views

Constrained A* problem

I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a ...
0
votes
0answers
13 views

SpriteKit Random Movement/Action [duplicate]

So basically i want a sprite to start from a random position and head to a random direction then take a random turn halfway through using CGPathAddCurveToPoint. The part i fail in is how to make it ...
1
vote
0answers
31 views

Any tips on developing an RTS unit movement collision? [duplicate]

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
0
votes
0answers
216 views

SpriteKit Random Action/Movement

So basically i want a sprite to start from a random position and head to a random direction then take a random turn halfway through using CGPathAddCurveToPoint. The part i fail in is how to make it ...
3
votes
1answer
237 views

How can I choose a pathfinding target for a unit group and move the group to that target?

So I've got some units which should move to a specific position which is given by the player. Currently the units can move there by finding a path with the A* algorithm (to be more precise: A* ...
1
vote
2answers
165 views

Unity platform pathfinding

I've been trying to find a way to do this but I'm not sure how. 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 ...
0
votes
1answer
104 views

Path finding to collect enough items before the fight with the enemy

So I have the following problem : a X by Y grid. On the grid there is a character and a monster and some items that give bonus points to the character's damage if picked and holes that must be ...
2
votes
1answer
154 views

Detect obstacles in path on a tile-based map

I'm creating a 2d game with a tile-based map, but smooth movement. I currently use A* in combination with some other tricks for pathfinding, and one issue what I've been dealing with is getting the ...
37
votes
11answers
11k views

What path finding algorithms are there? [closed]

I'd like to read up on path finding algorithms. Is there a primer available or any material or tutorials on the Internet that would be a good start for me?
0
votes
2answers
232 views

best way to implement movement after A* pathfinding? tile-based movement vs pixel-based?

I was able to implement the A* pathfinding algorithm to calculate a path from the enemy to player. After trying to do movement well, I realized I ran into all sorts of problems. I was able to add ...
2
votes
1answer
39 views

Moving unit along a computed path

I am generating a path using pathfinding.js. This returns a path of node coordinates from a matrix. Example: var matrix = [[0,0,0,0], //0 are passable, 1 are obstacles [0,1,1,0], ...
2
votes
0answers
131 views

Simulating crowds of enemies [closed]

I am wondering what would be a good way to handle enemy crowds generation and simulation. For example in a hack'n'slash game, how would one go about placing enemies and managing their movement in the ...
2
votes
2answers
89 views

How can I test if a point is behind a polygon in 2D?

In order to improve the performance of my visibility graph generator I am trying to figure out the following. Given the image below; is there a way to find out if a point is 'behind' the polygon? For ...
2
votes
0answers
97 views

Astar optimalization (A*) [closed]

So I have written own implementation of AStar (A*) algorithm to find paths around my 2d tile based map. My problem is that if I call it each frame (I need to do it) and I'm searching path from corner ...
4
votes
1answer
116 views

Pathfinding avoid a list of polygon

i'm working on a 2D RTS project, no tile-based map. I have a problem on building map data structure & algorithm for that. I already think of a naive algorithm to solve that. Of course it's very ...
6
votes
2answers
462 views

“Line of sight” path across navigation mesh

I want to calculate the line of sight in a navigation mesh. Consider the image below, the yellow line is the result of only A* and the red line is the result of a line of sight" algorithm that uses ...
2
votes
1answer
427 views

Seek Steering Behavior with Target Direction for Group of Fighters

I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the ...
0
votes
1answer
282 views

how to implement A Star path finding on 2D map with large tiles

The map tiles I have im my game are 64x64 pixels, and the characters are 16x16 pixels. I was reading about A Star path finding and I was wondering if I need my tiles closer to the size of my ...
7
votes
1answer
257 views

Square Grid Polygonal Terrain Query algorithm?

I have a square, fixed-grid terrain with one terrain type per grid unit in my game, and I want to do an arbitrary polygonal terrain query which returns all of the grid units enclosed/intersected by ...
0
votes
2answers
122 views

Finding the nearest object, considering obstacles

For the purposes of this question, we'll assume it involves a Janitor assigned to clean up trash in a building. Given that it is a building, it is safe to assume there are one or more rooms, walls, ...
2
votes
0answers
117 views

Design Question, Thoughts on Path Finding for a Galaxy Map [closed]

I am thinking through solutions for a galaxy map. We have different solar systems that need to be connected. I do think a-star (A*) is possibly a good solution but was curious if it was really the ...
-2
votes
1answer
120 views

How do I avoid A* pathfinding lists exploding? [closed]

I'm attempting to implement A* pathfinding in my game, and it works for most of the iterations I've tested it with, but I've hit a few random cases where it never stops loading items into the Closed ...
1
vote
2answers
606 views

Pathfinding in non tile-based 2d map (maybe potential field)

I am developing a top-down 2d zombie shooter in AS3. I have implemented collisions against segments (line from point a to point b), polygons (array of points, convex) and round obstacles (center and ...
0
votes
0answers
78 views

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 ...
2
votes
2answers
192 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. ...
0
votes
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 ...
3
votes
1answer
263 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 ...
4
votes
4answers
318 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. ...
10
votes
2answers
369 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?
0
votes
0answers
428 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 ...
5
votes
3answers
156 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 ...
1
vote
1answer
116 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 ...
4
votes
1answer
230 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 ...
53
votes
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.
12
votes
1answer
879 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 ...
5
votes
1answer
363 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 ...
6
votes
1answer
432 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 ...
1
vote
2answers
176 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 ...
1
vote
3answers
313 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 ...
3
votes
2answers
234 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 ...
0
votes
1answer
173 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 ...
11
votes
3answers
719 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 ...
0
votes
1answer
320 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 ...
1
vote
2answers
599 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 ...
1
vote
2answers
489 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 ...
5
votes
1answer
456 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 ...
0
votes
1answer
269 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 ...
6
votes
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, ...
2
votes
0answers
179 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 ...