# Tagged Questions

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

1answer
72 views

### A* pathfinding question [duplicate]

http://i62.tinypic.com/23hlgcg.jpg im trying to get a grasp on the A* pathfinding algorithm. Using the image i attached. if the green square represents the start, and red represents the end. wouldn't ...
1answer
233 views

### Algorithm for staying “alive” forever

I am implementing a game where the player is playing(sliding) the little red rectangle and the purpose is to not hit the black rectangles and to not move out of the inner blue rectangle. The black ...
1answer
317 views

### Pathfinding with car steering

Is there pathfinding algorithm which takes car steering into account? I have large space where user can place cars (trucks actually) and other blocker objects. Objects can be placed vertically or ...
3answers
340 views

### Smooth path/direct movement

I have a tile based isometric map and an A* algorithm that returns a path. I am looking to smooth this path efficiently but with good aesthetics. Basically i am using my grid for building the map and ...
5answers
3k views

### Pathfinding for fleeing

As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at ...
3answers
1k views

### 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 ...
0answers
243 views

### Triangulation of “polygon with holes” for NavMesh

Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
0answers
49 views

### Using Flash IDE to link nodes for Dijkstra algorithm

I'm trying to use plash to set up the node connections, but having a really hard time to use the IDE as a tool to do so. Before giving up completely, and getting into creating a tool that would take ...
2answers
121 views

### How to convert non-discreate data for discreate pathfinding?

I have a list of entities that looks like [{x,y,width,height}, {x,y,width,height}, ...]. This list is non-discreate, It doesn't follow a grid. entities can be positioned at floats like x:2.345 Most ...
1answer
2k 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 ...
1answer
1k 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 ...
0answers
287 views

### Changing a single component of a prefab?

I'm working on a unity project and I'm looking to show the range of a certain character. However, the terrain is generated through a script at run time, and considering that the script uses the ...
2answers
314 views

### Why does my A* implementation overflow the stack?

I'm fairly new to game dev and working on my first ever attempt at 2D pathfinding. I'm using the A* algorithm as detailed here. For the most part, it seems to be working correctly and as intended. ...
1answer
80 views

### How can I do a weighted cascade down a path in a 3D environment?

I am trying to perform a weighted cascade down a path in a 3D environment. Now, what I am trying to do is have one object(a cube) in the environment scan from its coords 1 in every direction for ...
7answers
3k views

### How do I make A* agents avoid other agents?

I'm implementing a multi agent A* algorithm on a tile map. Agents move only in the X and Y axes. I avoid collisions between them by checking where the others are when calculating paths. It works fine ...
6answers
931 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 ...
1answer
531 views

### Box2d pathfinding using raytracing / predicted collisions

I have a Box2d/Cocos2d iOS game with enemies that attempt to follow the player (to attack). I'm working on improving the pathfinding logic so that the enemies won't crash into objects in the world. ...
1answer
306 views

### How are flow fields different from potential fields?

I've heard of of both flow fields and potential fields for pathfinding in games. They sound similar, but I never see them mentioned in the same contexts. Places that mention one never mention the ...
0answers
345 views

### Square tile navigation unity

I'm looking to generate a grid style navigation system in Unity. I have created a map in Tiled and am unsure how to continue considering the tiles will have different properties. The closest example ...
2answers
1k views

### A Star pathfinding algorithm, multiple node set optimization

I'm trying to determine if this is an optimization I should pursue or if this is way to complicated to be worth my time. I've successfully implemented the A Star Algorithm for my video game. I used ...
3answers
730 views

### Find shortest path to gather items

I have a rectangular grid with obstacles and food items on certain tiles. There are also a few storage bins. Each food item gives 10 food. How can I find the shortest path that will allow me to ...
3answers
321 views

### How to pathfind over an obstacle?

How to represent the following situation best - agent (@) needs to get to the goal(\$). The path is blocked by a moat(~~~). A rake (or some other device, like waterwalking boots) is available that will ...
1answer
150 views

### How to achieve partial pathfinding?

Let's say I already have an A* algorithm. How can I handle the cases when the goal cannot be reached, and still attempt to get there? For instance on the following example: Notice the amazing GIMP ...
1answer
414 views

### Combining pathfinding with global AI objectives

I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in ...
2answers
300 views

### Algorithm for waypoint path following?

I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow ...
2answers
1k views

### What kind of steering behaviour or logic can I use to get mobiles to surround another?

I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking ...
2answers
154 views

### Algorithm to make entities closely follow one another?

I have a group of entities that I want to follow a leader very closely. A good example would be how the player's soldiers move in Cannon Fodder. Any suggestions for achieving movement like this?
1answer
603 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. ...
3answers
2k views

### A star pathfinding and discrete/smooth positions

The A* (A-star) algorithm usually represents a path on a grid. Once a path has been found, however, the path looks blocky and is not suited if you move your units with floating point datatypes. Here ...
0answers
72 views

### Drawing pathmap [Solved]

I am developing an editor for my game and I like to implement something like this (screenshot from wc3 editor): (I need the pathmap) I have one implementation already, I just store in chunk renderer ...
1answer
572 views

### A* in 2D grid with obstacles in between graph nodes

I am using standard A* (and Jump Point Search) for pathfinding in my 2D game. A map in this game is a simple 2D grid (tile-based). A node (i.e. grid cell) in my map graph can either be blocked or ...
1answer
255 views

### AI Pathfinding Algorithms

I am looking to create a special kind of pathfinding system. At this point, the geometry is still flexible, but this pathfinding is integral to the project. The goals I have are this: I will have ...
1answer
309 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 ...
3answers
672 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 ...
1answer
571 views

### Smoothing Pathfinding on Tile-Based Terrain but Free-Roaming Player

I'm sorry if this is a long post, but I feel as though the details should help clarify gray areas. I'll try and provide a detailed layout of what I'm trying to achieve, what I have so far, and where ...
1answer
157 views

### AI / Pathfinding gets stuck

In my tile-based game, I'm using a A-star algorithm, which I have not written myself but I believe should be correctly implemented. The problem I have is that the enemy AI can get stuck so that the ...
1answer
224 views

### Is it more efficient to use an A* algorithm or a line system drawn in pathfinding in C#?

I was recently introduced to the A* algorithm when I asked a friend about making AI/NPC's in video games move to certain points and it sounded very interesting. I am building an FPS and it has AI that ...
2answers
177 views

### Pathplanning A* Getting stuck in wall

I'm having a problem with my pathplanning. I can plan a path and make my character follow it, that's not a problem but then i plan a path around a wall it takes the shortest way as A* suggests, which ...
1answer
118 views

### More Precise PathSmoothing

I'm reading a book about AI - Path planning and path smoothing. Yet this book is using c++ code. And i'm coding in c# with the XNA framework. I have a path smoothing working, yet the book says it can ...
1answer
398 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 ...
2answers
265 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 ...
2answers
426 views

### What's the best way to move cars along roads

I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, ...
1answer
171 views

### Electronic circuit simulator four-way flood-filling issues

I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; ...
4answers
10k 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?
1answer
159 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 ...
0answers
14 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 ...
0answers
37 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 ...
1answer
600 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* ...
1answer
112 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 avoided....
1answer
271 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 ...