# Tagged Questions

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

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### 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 ...
285 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 (http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#manhattan-...
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### 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, ...
165 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 ...
371 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? ...
298 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 ...
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### 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 ...
246 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 path-...
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### 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 ??
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### 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 needs,...
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### 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 ...
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### 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 ...
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### 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 ...
192 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 ...
163 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 ...
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### 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 ...
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### 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 http://digestingduck.blogspot.com.by/2010/03/...
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### 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: https://github.com/mGuv/mGuv/blob/PathPerformanceExperiment/mGuv/mGuv/...
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### 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. ...
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### 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 ...
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### A Star pathfinding on oblique map

I'm making an RPG and want to make npc ai to navigate the city. I am using polylines for collision detection, and my map is 2D, but oblique styled. I am considering using the A* algorithm to help them ...
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### A* Path Finding Loops Forever

For, hours, I've been following these instructions. public PathFinder(IntegralLocation loc, final int dest_x, final int dest_y) { boolean found = false; final List<Node> open = new ...
457 views

### AI Random Path Genenrating

I would like to make an enemy walk randomly around a map I have made and if the player is in his zone of sight the enemy to change state to attacking/following. So how would I accomplish something ...
170 views

### Special Pathfinding Algorithm

I need help with following pathfinding Task: I have a grid (7x7 squares) and the starting square is always on the far left side (column 0) and its target is to reach the far right side (column 6). ...
230 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 ...
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### How can I can create a world that a player can easily get lost in? [closed]

I am a 3D environmental artist and I'm currently planning an independent passion game project of mine. I have the concept of crazy hallways that lead to the rooms that the player has already visited, ...
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### Traversing a pre-defined path with a delay in SFML - C++

I want the player to move smoothly & slowly through a vector of co-ordinates that define a path, below is an illustration of what i mean. [P][ ][ ][ ][ ] [.][ ][ ][ ][ ] [.][ ][ ][ ][ ] [.][ ][ ]...
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### Pathfinding and collision avoidance on mobile

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
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### Path finding in 2D grid for objects that can rotate and bigger than one tile (Tetris)

I'm trying to check if there is a path between two locations in a Tetris board. On this question it tells how to account for different shapes: Path finding in grid for objects that occupy more than ...
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### How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?

This question is relevant to How can I do optimal pathfinding for a tetris piece, which assumes we already have a start and end state. How we can efficiently generate all those valid configuration ...
589 views

### How to reference a map position in code?

I'm coding a digital version of the Macao board game which has a flat map similar to below. Players have a "ship" which starts in the blue box and can follow the dashed lines in any direction/...
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### Finding the “Important” nodes of a grid path

On a Navmesh Grid, all nodes are essentially vertices or turn-points so the returned path is efficient in that it only involves points where an entity must change its direction. A grid path, however, ...
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### Making a node map with PNG alpha channels

I currently creating a 2d game that requires the usage of boats that travel from one country to another. The countries are individual objects with there own png. Nehow I've got the original map of the ...
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### 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 ...
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### 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) ...
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### 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 ...
302 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 ...
245 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 ...
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### 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 know ...
109 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 ...
248 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 ...
128 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 ...
381 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 ...
720 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 ...
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### 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 "...
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### 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 ...
149 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 ...
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### 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 ...