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

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Should I share the same tile structure for display and pathfinding?

I know how to display a 2D map with tiles. I know how to make a pathfinding algorithm using A*. Those two things demand a structure or a class. My question is : do you use the same structure for ...
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How to calculate the vector of an interception?

Given are a twodimensional space, and 1 friendly spaceship standing still, one foe is moving NOT directly to the friendly ship with known actual position, speed and direction. The friendly ship wants ...
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Pathfinding with multiple random paths in a Tower Defense game

I thought about random pathfinding for my Tower Defense game. A* would not work for my puposes, because I specifically need random pathfinding. Imagine a map with routes, a starting point and a ...
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pathfinding with obstacles in a Warcraft 3 like game

Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok. But there is map resolution issue. When I look ...
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414 views

Drone targeting

Imagine a "drone" and a target point on a 2d plane. There are eight parameters: P = my position Q = target position V = my velocity I = my moment of inertia w = my angular velocity s = my angular ...
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459 views

What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, ...
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1answer
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What are the disadvantages and/or limitations of navigation meshes?

I have a lot of materials on navigation meshes, what they are, their advantages over graphs made up of waypoints, etc. However, I haven't seen much information regarding the limitations and the ...
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PacMan character AI suggestions for optimal next direction

Firstly, this is AI for PacMan and not the ghosts. I am writing an Android live wallpaper which plays PacMan around your icons. While it supports user suggestions via screen touches, the majority of ...
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523 views

Tile-wide extent tracing on a grid

I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the ...
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Best pathfinding algorithm for a tower-defense game? [duplicate]

What do you suggest would be the best algorithm for a tower-defense game? It's a 2D based tile game, where there is walls and towers blocking the way, between spawnpoints and their destination points. ...
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3answers
706 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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Tweaking AStar to find closest location to unreachable destination

I've implemented AStar in Java and it works ok for an area with obstacles where the chosen destination is reachable. However, when the destination is unreachable, the calculated "path" is in no way ...
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652 views

Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were ...
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2answers
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What heuristics are used in NavMeshes?

What heuristics do programmers use in A* pathfinding for NavMeshes? NavMesh = Navigation Mesh, its a type of pathfinding that uses meshes instead of waypoints.
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1answer
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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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1answer
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2D pathfinding - finding smooth paths

I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units ...
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2answers
443 views

Path finding between multiple maps

I'm interested in path finding between multiple maps - could be indoor/outdoor maps, different levels in a building etc but the main restraint is that there are one (or more) ingress/egress points ...
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1answer
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Techniques for (literally) cutting corners on square grid maps

My game involves a level with deformable terrain and units that can travel in any direction but are slowed down by uneven terrain. Normal A-star should work fine in most cases, except on flat land ...
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1answer
277 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 ...
7
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1answer
333 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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7answers
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Wikipedia A* pathfinding algorithm takes a lot of time

I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there ...
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3answers
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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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3answers
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How can I generate a 2d navigation mesh in a dynamic environment at runtime?

So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid ...
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2answers
634 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) ...
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1answer
631 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 ...
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2answers
552 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 ...
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2answers
817 views

Correct way to handle path-finding collision matrix

Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...
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4answers
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Smoothing found path on grid

I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is ...
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5answers
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Path planning for volumes in games

How would you path plan a volume for a game? For example a 1 km cube with tunnels and caverns. Also the terrain is destructible. You have walking and flying modes. I would separate it into phases. ...
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2answers
407 views

Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you ...
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2answers
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Creating a navmesh from a voxel terrain

My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
6
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1answer
567 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 ...
6
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1answer
167 views

Complexity of defense AI

I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play ...
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1answer
574 views

Linking nodes algoritm for Visual Design

I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours. This video shows what i have done and the problem to resolve the link ...
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4answers
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One Step-Ahead A-Star

I am attempting to create a server-centric RTS (as opposed to usual parallel synchronised simulation route of most RTS games today) - however I am still leveraging the discreet N-turns-ahead paradigm ...
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3answers
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How to find path in graph without crossing the walls?

I would like to know how to find path in a graph while having the edges "double-sided". Consider this scenario: I have list of the line segments. These represents "walls" or rather impassable edges ...
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3answers
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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
230 views

A* : Partial recalculation when one node *changes*

I have implemented an A* library. Its most interesting feature is that it is "interruptible"; for example, you can stop the calculation loop on a game frame, and resume it later on the following ...
5
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2answers
522 views

How do I apply A* to a complex and dynamic 3D environment?

I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work. Now I am here : http://www.policyalmanac.org/games/aStarTutorial.htm ...
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1answer
616 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
150 views

trapped inside a Graph : Find paths along edges that do not cross any edges

This is a graph based platformer level and the round shapes are creatures. I am looking for a path traveling along edges that does not cross other edges(To simulate the creature crawling on the ...
5
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1answer
242 views

AI, Pathfinding - Searching Behavior

I'm developing a top-down 2D game mostly based off a tilemap/grid. The player will be able to build structures on this grid while other objects like vehicles will move around freely. I've been working ...
5
votes
1answer
628 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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2answers
689 views

How to create a curve from a set of points that passes through said points?

What is the best way to create a smooth curve path from a set of points? For example: I've seen Bezier curves before, but those try to smooth out the path from the set of points, like this:
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4answers
863 views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
5
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3answers
237 views

How can I do optimal pathfinding for a Tetris piece?

Imagine a standard Tetris board (10x20) using the standard set of 7 tetrominos. Given a Tetris game state and a target position, how can I find the optimal sequence of moves that will get the ...
5
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1answer
430 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
253 views

A* for non grid network

For my specific case, I am trying to find a path finding implementation similar to what described here. I could see reference implementation for A* and HPA*, but I wonder how to extend A* to simple ...
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3answers
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3D pathing finding with flying

Does anyone know of a (free or paid) solution that enables 3D path finding? Basically something like: CalculateRoute(input_geometry, start_pos, end_pos, variance) I found a good paper on the ...
5
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4answers
243 views

How can I navigate to a target between bodies moving along fixed paths?

The problem: An autonomous ship starts at the outskirts of a solar system, and wants to move to a moving target, which is one of the planets. There are also many other planets moving at the same time, ...