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
3answers
3k views

Pathfinding library [closed]

I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have ...
3
votes
4answers
154 views

Special Pathfinding Algorithm

I need help with following pathfinding Task: I have a grid (7x7 squares) and the starting square is always on the far left side (column 0) and its target is to reach the far right side (column 6). ...
3
votes
2answers
4k 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 ...
3
votes
2answers
751 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 ...
3
votes
2answers
9k views

Pseudo-code examples of A*? [closed]

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 ...
3
votes
1answer
224 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 ...
3
votes
3answers
278 views

Possible A* Optimizations [closed]

I have implemented A* in my game. However, I am not happy with the performance and need some help deciding what to do next. I have already done the following optimizations: Not having a closed ...
3
votes
2answers
297 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 ...
3
votes
2answers
638 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 ...
3
votes
3answers
193 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. ...
3
votes
2answers
533 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 ...
3
votes
2answers
623 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 ...
3
votes
2answers
589 views

Pathfinding in 3d voxel: waypoints?

I have an application where I have a 3d collision voxel space (passable or non-passable at each point) and I want to plot a short unobstructed path between two points. There are no gravity ...
3
votes
1answer
936 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
votes
1answer
267 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) ...
3
votes
3answers
621 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 ...
3
votes
2answers
1k 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
votes
1answer
89 views

Pathfinding: longest route along tiles of same type

I'm programming a simple tile-based puzzle game, and I've gotten stuck trying to work out a pathfinding algorithm. Here's how the game is set out: The game board is (arbitrarily) 8 tiles wide by 8 ...
3
votes
2answers
853 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 ...
3
votes
2answers
354 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
votes
1answer
287 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
votes
2answers
1k views

Pointy top hexagonal A* pathfinding

I'm trying to create a game with a hex based map with the points at the top. I have most of it working, however the path finding is being a little awkward. The heuristic I'm using is called euclidian ...
3
votes
3answers
7k views

Is there a way to display navmesh agent path in Unity?

I'm currently making a prototype for a game I plan to develop. As far as I did, I managed to set up the navigation mesh and my navmeshagents. I would like to display the path they are following when ...
3
votes
1answer
796 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
votes
3answers
766 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

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
2answers
81 views

Efficient use of pathfinding [closed]

I'm doing a post-mortem on my game project, and this problem kept bugging me as my team couldn't solve it throughout. So my game is a pure 2D top-down shooter built with Unity3D, with enemies ...
3
votes
1answer
123 views

Effective AI for 3D Motion

I am developing a game in XNA and am trying to create an effective AI for the enemy and friendly spaceships but am having a hard time keeping the game effective without disadvantaging one side or the ...
3
votes
2answers
188 views

Path finding in 2D grid for objects that can rotate and bigger than one tile (Tetris)

I'm trying to check if there is a path between two locations in a Tetris board. On this question it tells how to account for different shapes: Path finding in grid for objects that occupy more than ...
3
votes
1answer
733 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
6answers
2k 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
1answer
694 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
2answers
173 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
249 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 ...
3
votes
2answers
307 views

How to use an A* Pathfinding System across uneven environments?

I am developing a game in Unity3D. I want an enemy character to follow the player around. The problem is, my surface is uneven and full of mountains. I am using aarongranberg's pathfinding project. ...
3
votes
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 ...
3
votes
1answer
528 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
408 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
2k 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
270 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
519 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
1answer
159 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
106 views

C++ A Star Algorithm [path takes wrong route] using <deque> & unique_ptr

I am having issues, trying to get my A Star algorithm working, the main problem is with my process of the algorithm, I am using something known as the TL engine which has some of its own datatypes and ...
3
votes
1answer
63 views

How can I remove unnecessary nodes from my path?

How do I remove the unnecessary nodes from the path to make it as short as possible? Idealy I'd like the result path to look like the green line. The red thingy is not walkable. var ...
3
votes
1answer
119 views

Graph search with a high number of actions

I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
3
votes
0answers
117 views

How to get NPC to Find and Follow Path to other NPC?

Problem: I am using Skyrim Creation Kit to create a very simple mod. I want the mod to make one NPC follow another NPC. My first problem is that I am not really 100% sure where to start. The second ...
3
votes
1answer
137 views

How to implement visibility graph pathfinding in Unity/C# to detect paths (i.e. visibility connections) efficiently?

I am struggling with implementing continuous path-finding trough visibility graphs. Notice, I know that grids can be used even when movement is not trough grids (e.g. Theta*). But for my current ...
3
votes
1answer
158 views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
3
votes
2answers
273 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
3
votes
0answers
289 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 ...