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

learn more… | top users | synonyms (2)

8
votes
2answers
393 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 ...
8
votes
2answers
442 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, ...
8
votes
1answer
913 views

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 ...
8
votes
3answers
1k views

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 ...
8
votes
1answer
267 views

Estimating costs in a GOAP system

I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the ...
8
votes
2answers
487 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 ...
7
votes
1answer
10k views

Path finding algorithms?

I posted this question on stack overflow first, but I guess no one is very interested in video games there... What are some path finding algorithms used in games of all types? (Of all types where ...
7
votes
5answers
3k views

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. ...
7
votes
2answers
1k views

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 ...
7
votes
2answers
596 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 ...
7
votes
2answers
908 views

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.
7
votes
2answers
386 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 ...
7
votes
1answer
1k views

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 ...
7
votes
1answer
240 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
votes
1answer
284 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. ...
6
votes
7answers
1k views

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 ...
6
votes
3answers
458 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). ...
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, ...
6
votes
2answers
419 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 ...
6
votes
1answer
1k views

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 ...
6
votes
2answers
775 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 ...
6
votes
4answers
2k views

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 ...
6
votes
1answer
920 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 ...
6
votes
2answers
377 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 ...
6
votes
2answers
900 views

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
votes
1answer
379 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
votes
1answer
162 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 ...
6
votes
1answer
567 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 ...
5
votes
4answers
1k views

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 ...
5
votes
3answers
225 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
votes
3answers
854 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: ...
5
votes
2answers
473 views

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

So 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 ...
5
votes
1answer
412 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 ...
5
votes
1answer
172 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
414 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 ...
5
votes
1answer
133 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
votes
2answers
584 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:
5
votes
4answers
683 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
votes
1answer
345 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 ...
5
votes
5answers
1k views

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. ...
5
votes
1answer
236 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 ...
5
votes
3answers
699 views

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
votes
4answers
238 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, ...
5
votes
1answer
744 views

Run-time Navigation Mesh Generation for 2D Tile Maps

I have a 2D tile map, where each tile is marked as blocking or non-blocking. Each tile is 16x16 pixels and sub-tile movement is possible. I'm attempting to generate a navigation mesh from this data, ...
5
votes
3answers
150 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 ...
5
votes
1answer
196 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 ...
5
votes
1answer
192 views

A* search in hexagonal grid with minimum turn radius

I need to run an A* search through a hexagonal grid. However, I have one nasty constraint: my vehicle can only turn so sharp. It has a specified minimum turn radius. I can't quite see how to translate ...
5
votes
1answer
329 views

A* pathfinding algorithm to identify entrances into current “room”?

Was looking for some online articles that might have a good idea or two in how to approach this but not finding much. Most of it deals with the various ways to generate and follow a path to a known ...
5
votes
1answer
226 views

Dynamic navigation mesh changes

I'm currently trying to convert from grids to navigation meshes for pathfinding, since grids are either too coarse for accurate navigation, or too fine to be useful for object tracking. While my map ...
4
votes
4answers
1k views

A* algorithm very slow

I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens ...