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

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840 views

What algorithm to use for path mapping?

I am making a turn based game with tiles, much like Final Fantasy Tactics. I am trying to develop an algorithm for mapping out a list of available tiles to walk on. So for example, I am at (0,0) and ...
4
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4answers
237 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. ...
4
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1answer
371 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 ...
4
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1answer
351 views

Path finding in games

I am writing my term paper about Path finding algorithms in games, and i've got a couple of questions, hopefully you people could help me out with those ;) So, i've done a little bit of searching ...
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2answers
218 views

How would I go about updating my electronic circuit simulator's 'electricity'?

I have made an application which allows the user to place down wires, power sources, and inverters on a virtual circuit board. All connections between tiles are automatic, as shown here: As you ...
4
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1answer
129 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 ...
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2answers
1k views

How to create a thread in XNA for pathfinding?

I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this ...
4
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3answers
487 views

Creating the nodes for path finding during run time - more like path making and more

I'm making my 1st game. I'm using javascript as I currently want to learn to make games without needing to learn another language but this is more of a general game dev question. It's a 2d turn-based ...
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2answers
2k views

How to handle pathfinding on a non-grid/non-node terrain map

I'm not sure if this is even path-finding. All I have is a 3D map that has hills, etc. I'd like the enemy to flock an object, but also walk around other objects. These blocking objects may be added ...
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3answers
595 views

Pathfinding for a lot of units, mostly random movement

I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
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2answers
1k views

Which pathfinding algorithm should I use for multiple enemies and tower placement?

I am new to game development and I am developing my first "Tower Defense"-type game. I need a pathfinding algorithm to place my towers and to move enemies. For tower placement case: I want the ...
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4answers
451 views

How can I make my units follow predetermined paths?

I'm planning my first game and am planning on using the engine set out in Beginning Android Games, as it deals with a load of stuff that is just noise at the moment to me (because I've no real world ...
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3answers
125 views

Unit turning in navmesh-based pathfinding

I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
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3answers
2k views

Which algorithm used in Advance Wars type turn based games

Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to ...
4
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1answer
339 views

How does an AI determine the bearing to follow within a nav mesh?

I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
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1answer
208 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 ...
4
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1answer
96 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 ...
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5answers
707 views

In what instances would you want to use path-finding algorithms other than A*?

I am familiar with how the common ones technically work (BFS, DFS, Dijkstra, A*) but as far as their realistic benefits I don't quite see the need for them. Considering that, given the right ...
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2answers
603 views

How to create wrap-around pathfinding?

I've created a planet and obstacle grid and want to move units through this grid using A* or any other algorithm. The only problem is wrapping. I need a simple example of how to handle this unusual ...
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3answers
3k views

Pseudo-code examples of A*?

I'm looking for pseudo-code examples of the A* pathfinding algorithm that actually works. I tried plenty of different ones where it's not really clear how to implement them at all times. Keep in mind ...
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2answers
213 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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2answers
427 views

Working with chunks of terrain

Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
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3answers
173 views

Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs

I am having some trouble with my A* path finding. everything works fine and the path is always found. However, my game is a open map space strategy game. There are no walls etc to navigate around. ...
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2answers
453 views

Path-finding algorithms for Polar coordinate based maze?

Following on from my question about moving a sprite in a circle, assuming that you have a maze which is shaped like a a set of circles with holes in them and barriers between them. Location of a ...
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2answers
522 views

How does Half Life's covering work?

Enemies in this game take cover. AFAIK HL uses some logical decisions for enemy to start searching for cover and to abandon cover, and I am able so far to find them; but how does he find a cover ...
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1answer
833 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 ...
3
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1answer
124 views

How to create a path-finding compatible road map from user input?

I'm currently working on an agent simulation (inspired by the recent SimCity release). Now, basically I understood how agents work but I do not understand how to put them into context. Agents travel ...
3
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1answer
199 views

How can I find all shortest paths using A*?

It is possible for A* Path Finding to return all the shortest paths given a graph/map? For example, given the map below: ----------- --a--X--b-- ----------- The said map can return four (4) ...
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3answers
556 views

Tool for creating complex paths?

I want to create some fairly complex 2d predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow ...
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2answers
718 views

Infinite loop during A* algorithm

The A* algorithm is used by enemies to have a path to the goal. It's working but when sometimes I placed a tower in a grid (randomly) it produces a stack overflow error. The A* algorithm would iterate ...
3
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1answer
396 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 ...
3
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2answers
314 views

How Does Ultima 7 manage different floors in 2d

In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones. How can it tell whenever the character is moving from floor z to ...
3
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1answer
291 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, ...
3
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1answer
174 views

Pathfiding for groups of agents

How can we refine this path search method to make group movement more elegant? I'm trying to make a RTS-style game, using a 2d tiled gameworld. I have implemented an A* pathfinding algorithm which ...
3
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3answers
489 views

Group arrival steering

I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units ...
3
votes
1answer
2k views

A* pathfinding for an isometric map

I am making an isometric tower defense game in XNA and trying to implement the A* pathfinding algorithms for my enemy AI. I am quite new to programming, especially AI and pathfinding, so please excuse ...
3
votes
1answer
591 views

A* PathFinding Poor Performance

I'm getting poor performance in-game due to my path-finding algorithm. The farther I get from my NPC, the worse the framerate gets. Ok, I updated my code and implemented the openList as a min-heap ...
3
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1answer
141 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 ...
3
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1answer
184 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* ...
3
votes
1answer
231 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 ...
3
votes
1answer
750 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 --> ...
3
votes
2answers
196 views

Walk to nearest attackable range node

My game has 3D environment which is partitioned in 2d cells(nodes). I have implemented A* for path finding. Now I am just breaking my head to how to implement the algorithm to move the hero to the ...
3
votes
1answer
355 views

Fastest pathfinding for static node matrix

I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type. The game takes place in space, with thousands ...
3
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5answers
973 views

Pathfinding in multi goal, multi agent environment

I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o ...
3
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2answers
642 views

Multi-tile agent path-finding algorithm?

Suppose we have a uniform rectanglular grid as shown below. The a is an agent, o is obstacle and g is goal. What are the options of handling multitile agents (e.g. dragons or tanks)? . . . . o . ...
3
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1answer
152 views

Coordinate based travel through multi-line path over elapsed time

I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because ...
3
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1answer
594 views

Sample Projects/Source for Navigational Meshes

Anyone aware of any sample source code that contain Navigational Meshes? I'm aware of recast navigation (which is a little bit too complicated). - Written in C++. Preferably C# but C++ is ok.
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2answers
2k views

How can I better implement A star algorithm with a very large set of nodes?

I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually ...
2
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1answer
109 views

Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only ...
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1answer
184 views

How do I avoid pathfinding characters getting stuck in corners?

I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy. What I ended up doing was get the first Tile in the path. ...