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

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4
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3answers
514 views

Creating the nodes for path finding during run time - more like path making and more

I'm making my 1st game. I'm using javascript as I currently want to learn to make games without needing to learn another language but this is more of a general game dev question. It's a 2d turn-based ...
1
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1answer
224 views

A* and Space partitioning

I'm planning on implementing A* in my game for pathfinding, I understand the basics of how the algorithm works but I was wondering, other than finding the start and end nodes Are there any benefits to ...
0
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1answer
131 views

trouble in making a game questions?

all i've a little trouble understanding some concepts while making game please give your suggestions on my questions. I have a animated sprite image this i want to move this image according to given ...
2
votes
1answer
159 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 ...
0
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1answer
728 views

A* Pathfinding Problems

I'm trying to implement the a* pathfinding algorithm in my game. I've looked at dozens of tutorials but I can't seem to get it right. My code is below, and It's not working... does anybody see ...
3
votes
2answers
614 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 ...
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votes
1answer
342 views

Multidimensional Pathfinding Algorithms

When trying to program hostile AI units for a war strategy game using pathfinder methods, do programmers ever have one algorithm for the unit to move and a separate algorithm for the unit to actively ...
5
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3answers
225 views

A* : Partial recalculation when one node *changes*

I have implemented an A* library. Its most interesting feature is that it is "interruptible"; for example, you can stop the calculation loop on a game frame, and resume it later on the following ...
1
vote
2answers
6k views

How can i use A star pathfinding algorithm

How would i implement an A star algorithm for a game that i'm making on the android in java? i'm looking for a pre-made A star API in java with classes and methods to call. i don't want to have to ...
1
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1answer
269 views

How can I change the path a sprite is following in real time?

Is there a common way to implement a character following path that is issued and replaced in real time? For example: the character follows a path issued, and while it's on that path, if a new path is ...
5
votes
1answer
329 views

A* pathfinding algorithm to identify entrances into current “room”?

Was looking for some online articles that might have a good idea or two in how to approach this but not finding much. Most of it deals with the various ways to generate and follow a path to a known ...
0
votes
1answer
147 views

Copying section of map array

I'm experimenting a bit with pathfinding. I'm using Javascript. I have a map array as follows: mapArray = [ [0, 0, 0, 1, 1, 0], [1, 0, 0, 1, 0, 0], [0, 1, 0, ...
10
votes
1answer
1k views

Is precomputed pathfinding still relevant?

Context Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique. Step 1 The floor in each room was divided into ...
9
votes
3answers
3k views

How do you do AI path following within a 2d physics engine like farseer/box2d?

I'm in the process of moving a 2d top down game I've been working on into a proper rigid body physics engine like Farseer. Up until now, I had just hacked together my own physics code where needed. ...
12
votes
1answer
4k views

A* navigational mesh path finding

So I've been making this top down 2D java game in this framework called Greenfoot and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world ...
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 ...
2
votes
3answers
422 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 ...
0
votes
1answer
209 views

Good baseline size for an A* Search grid?

I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them ...
2
votes
4answers
244 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 ...
1
vote
0answers
382 views

Stuck with A* implementation [closed]

I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks ...
3
votes
3answers
566 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 ...
11
votes
4answers
780 views

How do I get AI Agents to move along a curve?

Currently my very basic AI framework has agents that move along a a jagged path made up of a series of points. They do this by simply moving their position from one point to the next. When they ...
2
votes
1answer
295 views

Dynamically creating astar node map by triangular polygonal map

My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles ...
0
votes
1answer
3k views

Basic A star implementation tutorial [duplicate]

Possible Duplicate: Pseudo-code examples of A*? Hey guys Iam making a TD game and now I am stucked in implementing A star algo. I know there are many 3d party softwares but they are ...
3
votes
3answers
4k views

Pseudo-code examples of A*?

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 ...
4
votes
2answers
1k views

Which pathfinding algorithm should I use for multiple enemies and tower placement?

I am new to game development and I am developing my first "Tower Defense"-type game. I need a pathfinding algorithm to place my towers and to move enemies. For tower placement case: I want the ...
8
votes
2answers
1k views

Is Jump Point Search (A* with JPS) appliable to non-diagonal grids?

I'm trying to speed up my pathfinding and discovered A* with JPS. It basically prunes tiles before adding them to the OPEN set. Can I use that technique with my grid that only allows straight ...
16
votes
6answers
745 views

Making the AI take different paths to each other

I have a top down 2d game where the AI spawn at the edges of the map and run towards the center. I'm using A* and a node mesh to do the pathfinding. Right now, the AI spawn at a point on the edge of ...
3
votes
2answers
667 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 . ...
10
votes
5answers
556 views

Situational awareness in path finding

Assume you had to find the shortest path through a dungeon, where certain passages are only opened to you after certain items were collected, like locked doors and keys, for instance. The normal gut ...
8
votes
1answer
913 views

What are the disadvantages and/or limitations of navigation meshes?

I have a lot of materials on navigation meshes, what they are, their advantages over graphs made up of waypoints, etc. However, I haven't seen much information regarding the limitations and the ...
5
votes
1answer
744 views

Run-time Navigation Mesh Generation for 2D Tile Maps

I have a 2D tile map, where each tile is marked as blocking or non-blocking. Each tile is 16x16 pixels and sub-tile movement is possible. I'm attempting to generate a navigation mesh from this data, ...
2
votes
1answer
974 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 ...
6
votes
1answer
567 views

Linking nodes algoritm for Visual Design

I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours. This video shows what i have done and the problem to resolve the link ...
2
votes
1answer
401 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 ...
16
votes
7answers
909 views

Spawning units in a world made by Perlin noise?

There's some issues that I've come across in my Perlin noise-based game. Take a look at the attached screenshot below. The white areas you see are walls, and the black areas are walkable. The ...
5
votes
5answers
1k views

Path planning for volumes in games

How would you path plan a volume for a game? For example a 1 km cube with tunnels and caverns. Also the terrain is destructible. You have walking and flying modes. I would separate it into phases. ...
0
votes
2answers
136 views

Converting 2d path to 3d path

What is the procedure to convert 2d path to 3d one. Maybe it's a silly question, but for example: Let's assume that I have a path from point A to point B. And I have all X and Y coordinates of that ...
7
votes
1answer
1k views

Techniques for (literally) cutting corners on square grid maps

My game involves a level with deformable terrain and units that can travel in any direction but are slowed down by uneven terrain. Normal A-star should work fine in most cases, except on flat land ...
5
votes
4answers
238 views

How can I navigate to a target between bodies moving along fixed paths?

The problem: An autonomous ship starts at the outskirts of a solar system, and wants to move to a moving target, which is one of the planets. There are also many other planets moving at the same time, ...
7
votes
2answers
386 views

Path finding between multiple maps

I'm interested in path finding between multiple maps - could be indoor/outdoor maps, different levels in a building etc but the main restraint is that there are one (or more) ingress/egress points ...
4
votes
4answers
455 views

How can I make my units follow predetermined paths?

I'm planning my first game and am planning on using the engine set out in Beginning Android Games, as it deals with a load of stuff that is just noise at the moment to me (because I've no real world ...
3
votes
2answers
458 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 ...
8
votes
2answers
2k views

pathfinding with obstacles in a Warcraft 3 like game

Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok. But there is map resolution issue. When I look ...
2
votes
2answers
901 views

Are there any usable performant path-finding libraries for python?

This is cross-posted from StackOverflow, please feel free to answer there too: I'm working on a real-time isometric RPG in python, and wish to target mobile devices as a platform. The main area where ...
3
votes
2answers
525 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 ...
1
vote
2answers
569 views

A* only for horizontal / vertical movement

anyone can share a link for a tutorial or article about optimizing A* for horizontal / vertical movement (no diagonal). Is not as easy as change the G values to 10 everytime. Thanks
8
votes
2answers
2k views

How to calculate the vector of an interception?

Given are a twodimensional space, and 1 friendly spaceship standing still, one foe is moving NOT directly to the friendly ship with known actual position, speed and direction. The friendly ship wants ...
27
votes
6answers
2k views

what is the standard solution to pathfinding towards a moving target?

I am working on a 2D RTS like game, basic A* works perfectly for moving a unit from point A to point B. But now I facing the continuous path-finding problem, like A attack a moving object B, call A* ...
8
votes
2answers
487 views

Tile-wide extent tracing on a grid

I'm currently working on A* pathfinding on a grid and I'm looking to smooth the generated path, while also considering the extent of the character moving along it. I'm using a grid for the ...