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)

3
votes
1answer
1k views

Enemy Movement AI

I have a non-tile-based top down shooter game, and I have enemies set up. However I need the enemies to move to the player. Pathfinding algorithms will mean the enemies will just hug the wall. The map ...
3
votes
1answer
79 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 ...
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
662 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
votes
2answers
144 views

How should I store a city map on disk?

I'm working on a game where players travel in a city. This city is defined by streets (names, positions...), points of interest (cinemas, restaurants...) and different zones (high criminality zones, ...
3
votes
1answer
155 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
votes
1answer
334 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
312 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
1k 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
236 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
416 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
votes
5answers
1k 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
votes
2answers
732 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
votes
1answer
157 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
votes
1answer
654 views

Sample Projects/Source for Navigational Meshes [closed]

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.
3
votes
0answers
204 views

Pathfinding with portals? [closed]

I'm not making a game with portals in it (one way or bidirectional). These portals instantly teleport characters from one location to another. How would I implement pathfinding? Here's an animation ...
2
votes
2answers
3k 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
votes
1answer
111 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 ...
2
votes
2answers
102 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 ...
2
votes
2answers
163 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 ...
2
votes
3answers
352 views

Discovering path through unknown territory

Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an ...
2
votes
3answers
434 views

Best way to implement mouse-based movement in MMOG

I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than ...
2
votes
4answers
250 views

Path tables or real time searching for AI?

What is the more common practice in commercial games; path lookup tables or real time searches? I've read that in many games path lookup tables are pre-calculated and baked into each map, so to ...
2
votes
1answer
166 views

Level design: compute minimum time between two items for player traversal

Do any game toolsets offer a means of computing the minimum time it would take a player to move between two objects (or positions, more generally) in a level? I'm not asking about how one would go ...
2
votes
3answers
154 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 ...
2
votes
3answers
1k views

Map building - Tower Defense

Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have ...
2
votes
2answers
1k views

Path finding in grid for objects that occupy more than one tile

In a grid-based game I am working on, I want to add objects that occupy more than one tile of the grid. Are there any algorithms or techniques to find paths for this kind of objects?
2
votes
1answer
392 views

What tools are available for creating 3D collision and pathfinding data? [closed]

What is the process of creating geometry data to assist on NPCs movements and such on a 3D world to avoiding having them from going through the ground, etc? Are there specific modelling programs that ...
2
votes
2answers
46 views

A* pathfinding for grid with direction-dependent nodes?

I'm trying to understand if the A* algorithm is a possible pathfinding solution for my game. I have a simple grid of nodes that an enemy can move around on, but the nodes represent traversable ...
2
votes
1answer
141 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 ...
2
votes
1answer
141 views

How to determine where on a path my object will be at a given point in time?

I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the ...
2
votes
1answer
397 views

World-map navigation and path-finding

I'm designing a 2d RPG where you navigate on a overhead map. The terrain is mostly open with big parts of inaccessible terrain such as mountains and rivers. The player navigates short distances at a ...
2
votes
1answer
161 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 ...
2
votes
2answers
216 views

How can I incorporate the path of a jump into my A* implementation?

I need to calculate the path of a jump via A* for a simple platformer game. Calculating the direction is simple, but translating the jump physics into pre-calcuted voxel paths is a bit difficult. ...
2
votes
1answer
256 views

how do I make an enemy target an ally unit?

I have 2 different classes, a EnemyFighter class, and a EnemyBomber class. both are planes that I have that can fly around the map.( i also have AllyFighter, and AllyBomber) So far they can follow ...
2
votes
3answers
266 views

In A star, what is the point of recalculating the best path?

In A* after the finding the next node with the lowest F value, you have to search the adjacent nodes again. When you find a node that was already in the open list, you're supposed to check if the g ...
2
votes
2answers
766 views

How to implement pathfinding in this situation

So I'm creating a game for android using the libgdx library. I render the map from a tmx file and in it all the water tiles have the property of blocked. My player(a sprite) moves to where I ...
2
votes
1answer
143 views

Pathfinding results in false path costs that are too high

I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are ...
2
votes
1answer
247 views

How to predict future location of a Car in a Navigation Mesh based pathfinding system?

I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game. I am trying to develop the AI for my cars now. The problem is how can I ...
2
votes
1answer
195 views

Wander algorithm for a maze [duplicate]

I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh. So I can already ...
2
votes
1answer
716 views

Pathfinding and BSP with Box2D

I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or ...
2
votes
1answer
436 views

All Pairs Shortest Paths in Weighted Undirected Graph

I'm currently working on path-finding for my game and need help with finding an efficient algorithm to calculating the all-pairs shortest paths in a weighted undirected graph (each vertex in the graph ...
2
votes
1answer
993 views

Pathfinding with MicroPather : costs calculations with sectors and portals

I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute ...
2
votes
1answer
222 views

Pathfinding and clusters

For an assignment, I am required to implement an A* algorithm in order to find the shortest path between two object using different heuristics null, this effectively becomes Dijkstra Euclidean ...
2
votes
2answers
86 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
2
votes
2answers
328 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, ...
2
votes
2answers
287 views

Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the ...
2
votes
2answers
291 views

Pathfollowing with acceleration - centripetal force

I'm implementing A* waypoint pathfinding with some twists. One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces. Which ...
2
votes
2answers
178 views

Grouping units in world space

I figure that I intend to generate, for group orders, one optimal path, and then use a flocking algorithm to "glue" the units together as they all follow this one optimal path. However, a naive ...
2
votes
1answer
530 views

3D RTS pathfinding

I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. ...