Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
5
votes
2answers
440 views
How do I apply A* to a complex and dynamic 3D environment?
So I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work.
Now I am here : http://www.policyalmanac.org/games/aStarTutorial.htm
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10
votes
2answers
334 views
How to compute the shortest path in Euclidean enviroments with non-convex polygons
Can someone suggest papers or algorithms about calculating shortest paths in Euclidean spaces with non-convex polygon as obstacles ?
thanks
10
votes
4answers
670 views
How do I make NPC pathfinding look believable?
Is there an "academic" way to have NPC walking randomly on a map, but having a believable comportment ?
The obvious scenario is a armed guard who is walking around a basement to secure it. It's quite ...
1
vote
2answers
229 views
What are some techniques used for mouse tracking, with a bit of “emulated lag”?
I am trying to implement a system, where the cursor (in my case the player's avatar) is always about 1.5 seconds (a configurable interval) behind where the mouse actually is. If I change the cursor's ...
3
votes
5answers
583 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 ...