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

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5
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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 ...
10
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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
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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
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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 ...

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