# Tagged Questions

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

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### How can I implement A* so that it accounts for the size of the actor?

I'm trying to make a little A* implementation using polygon verticies as nodes instead of grids and I ran into the problem of figuring out what paths are wide enough to accommodate the actor moving ...
96 views

### Cram search results into viewport (of a search minimap)?

I'm no coder, nor do I try to be. I just had one of those "it's impossible" arguments with folks who love to argue with me before they even understand what the argument is about :) So I need to know ...
112 views

### Simplify navmesh path

I'm trying to implement pathfinding in my game, I'm using navmesh with triangles. I'm able to find a path but I want to simplify the path. This is what I have right now : Green quad is start ...
160 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 ...
274 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 ...
200 views

### Pathfinding over a moving platform

I have beens struggling with the following. In the game I am developing with Unity 5 in C#, I need to implement basic pathfinding over moving platforms (not with moving platforms). It means, I am not ...
466 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 -(void)callDfs:(int)...
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### 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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### 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. ...
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 ...
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### 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). ...
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### 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 ...
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### 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 ...
10k 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 ...
331 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 ...
333 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 ...
322 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 ...
709 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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### 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. Now,...
552 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 ...
638 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 place?...
2k 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?
751 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 ...
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 ...
281 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) ...
635 views

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 ...
636 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 ...
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 ...
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### 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 ...
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 ...
358 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 ...
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### 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 ...
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 ...
139 views

### GameMaker : how can i get the instance ID of multiple instance in a radius?

GameMaker and coding noob here, need help on something maybe trivial for some of you. I'm working on the map part of a game. I have a map with spots on it, each spot is an instance of the same object....
108 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 ...
9k 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 ...
896 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, ...
816 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 ...
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### Locust Swarm algorithm for path finding (devour and move on)

I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
134 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 ...
243 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 ...
432 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, ...
772 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 ...
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 ...
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### 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.
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### 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 ...
189 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, ...
332 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 ...