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)

2
votes
0answers
131 views

Simulating crowds of enemies [closed]

I am wondering what would be a good way to handle enemy crowds generation and simulation. For example in a hack'n'slash game, how would one go about placing enemies and managing their movement in the ...
2
votes
0answers
97 views

Astar optimalization (A*) [closed]

So I have written own implementation of AStar (A*) algorithm to find paths around my 2d tile based map. My problem is that if I call it each frame (I need to do it) and I'm searching path from corner ...
2
votes
0answers
116 views

Design Question, Thoughts on Path Finding for a Galaxy Map [closed]

I am thinking through solutions for a galaxy map. We have different solar systems that need to be connected. I do think a-star (A*) is possibly a good solution but was curious if it was really the ...
2
votes
0answers
178 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 ...
1
vote
3answers
312 views

Why can't my A* implementation find a path out of an open room?

I tried to follow this article with the following example, but in my attempts it always ends up with a dead end. If we take G being 10 in a straight line or 14 in a diagonal, and H the distance in ...
1
vote
3answers
633 views

Would A* or Dijkstra be more proper for a grid-based tactics game?

In a grid-based tactical game (think Fire Emblem), would A* or Dijkstra be more proper for finding a path to use for enemy AI to determine the best place to move? A* has a better performance that ...
1
vote
3answers
2k views

Pathfinding library

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 ...
1
vote
2answers
242 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 ...
1
vote
2answers
603 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
1
vote
2answers
572 views

A* path finding for road network - data structure to represent directivity

I have been reading A* path finding to apply on a road like network structure. Most of the code I saw is about A* on tile based maps. There is a short description at Amit's page here about what I am ...
1
vote
2answers
488 views

Influence Maps for Pathfinding?

I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze ...
1
vote
2answers
1k views

How to make a gui button follow a path after a touch?

I would like a button in my gui menu to follow a specific path if we selected it, I am wondering how I could do it: if we touch the button, then it can only move on the specific path, it is an arc ...
1
vote
1answer
273 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 ...
1
vote
2answers
75 views

Algorithm for waypoint path following?

I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow ...
1
vote
2answers
598 views

Displaying possible movement tiles

What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are ...
1
vote
1answer
156 views

Path-finding with obstacles that can be destroyed

There are several buildings on the map with size n * n, and a lot of tiles of obstacles that can be destroyed. Suppose I put one soldier on (x,y) of the map, the soldier can reach a building by ...
1
vote
1answer
116 views

How do I avoid obstacles on a predefined path?

I want is a character to walk along a path defined as a waypoint sequence. For example, a soldier patrolling around a castle. However, I want the soldier to avoid (dynamic) obstacles, without ...
1
vote
1answer
1k views

A star algorithm implementation problems

I’m having some trouble implementing the A* algorithm in a 2D tile based game. The problem is basically that the algorithm gets stuck when something gets in its direct way (e.g. walls) Note that it ...
1
vote
2answers
1k views

Javascript A* path finding

I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y ...
1
vote
1answer
206 views

Quick 3D sight calculation algorithm

I have a tile based board game where units move in 3D space on a 2D isometric view. When calculating attack tiles for a unit, how do I verify that they aren't shooting through a wall or a level too ...
1
vote
2answers
183 views

How should I store edge weights in my A* graph in C#?

I am working on A* pathfinding in Unity, using C#. I am currently implementing Dijkstra's shortest path algorithm. I have a Dictionary with nodes as keys and corresponding lists of adjacent neighbors ...
1
vote
1answer
93 views

Electronic circuit simulator four-way flood-filling issues

I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; ...
1
vote
2answers
605 views

Pathfinding in non tile-based 2d map (maybe potential field)

I am developing a top-down 2d zombie shooter in AS3. I have implemented collisions against segments (line from point a to point b), polygons (array of points, convex) and round obstacles (center and ...
1
vote
3answers
2k 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 ...
1
vote
1answer
288 views

Tiled based pathfinding in a 1- or 2-dimensional array

As far as I know all tile based map editors export a JSON object containing one dimensional arrays. While most pathfinding libraries/tutorials are only provided for two dimensional arrays. Also if ...
1
vote
1answer
140 views

Travelling in a 2D grid

I have a 2D grid (x,y coordinates) where each cell corresponds to each pixel of the interface that I am working with and I have a point A(x1,y1). Now I need to travel around in the grid, and I wont ...
1
vote
3answers
621 views

Pathfinding for units of variable size

I'm using a grid map for a top-down RTS, and using a* for pathfinding. Specifically, I've found one implementation which is heavily optimised, and I've been using it for a while, but now I've realised ...
1
vote
1answer
67 views

How can I do a weighted cascade down a path in a 3D environment?

I am trying to perform a weighted cascade down a path in a 3D environment. Now, what I am trying to do is have one object(a cube) in the environment scan from its coords 1 in every direction for ...
1
vote
1answer
105 views

AI Pathfinding Algorithms

I am looking to create a special kind of pathfinding system. At this point, the geometry is still flexible, but this pathfinding is integral to the project. The goals I have are this: I will have ...
1
vote
1answer
92 views

More Precise PathSmoothing

I'm reading a book about AI - Path planning and path smoothing. Yet this book is using c++ code. And i'm coding in c# with the XNA framework. I have a path smoothing working, yet the book says it can ...
1
vote
2answers
163 views

Unity platform pathfinding

I've been trying to find a way to do this but I'm not sure how. I've gone through A* pathfinding but could find anything on this. What I'm looking for is pathfinding for something kind of like a super ...
1
vote
2answers
176 views

How to proceed on the waypoint path?

I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets ...
1
vote
1answer
114 views

In A star, do I use the sum or the edge cost?

When you add a new node to the closed list, you need to check all the adjacent nodes. If you find any adjacent nodes on the open list, you have to check if G would be lower if you went through the ...
1
vote
1answer
1k views

Prevent instances from overlapping gamemaker studio

I have a game where multiple instances of an enemy move towards a player in their step process. There can be as many as 50 instances on screen. The issue is that the instances all end up in 1 big ...
1
vote
2answers
483 views

How to get characters to be aware that their path is obstructed?

I'm using Unity with Arongranberg's A* pathfinding project to move my characters. However, it appears that my characters are contending for a position on the terrain when they are told to move ...
1
vote
2answers
486 views

Making the player walk on walls in box2d

I'm making a game in stencil where players walk form left to right along randomly generated walls. I cant use waypoints, since the walls' shapes and positions are unpredictable. Here's a descriptive ...
1
vote
2answers
271 views

How can I use triangle picking to determine location of a triangle in world space coordinates?

I am trying to implement point and click movement in my game, but at the moment I am stumped about how I can select parts of a mesh for the player to walk to. So what I have done is I have got a ...
1
vote
3answers
687 views

Making an AI walk on a NavigationMesh (2D/Top-Down game)

For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
1
vote
1answer
413 views

A* Start path finding in HTML5 Canvas

I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - ...
1
vote
2answers
929 views

Grid pathfinding with a lot of entities

I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very ...
1
vote
1answer
790 views

Pathfinding using nodes/waypoints without connecting them?

I've been doing some research on pathfinding lately because I want to code a game modification for a game (won't say which exactly) and what I've done is defined a huge list of 3D vectors where a ...
1
vote
1answer
230 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 ...
1
vote
2answers
7k 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
vote
1answer
747 views

Navmesh string pulling vs funneling

I'm creating a path-finder for navmesh. I'm wondering which method should I use after the A* has been completed, funneling or string pulling? What are the advantages/disadvantages of using them on a ...
1
vote
0answers
68 views

Square tile navigation unity

I'm looking to generate a grid style navigation system in Unity. I have created a map in Tiled and am unsure how to continue considering the tiles will have different properties. The closest example ...
1
vote
1answer
193 views

Algorithm for staying “alive” forever

I am implementing a game where the player is playing(sliding) the little red rectangle and the purpose is to not hit the black rectangles and to not move out of the inner blue rectangle. The black ...
1
vote
0answers
81 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. ...
1
vote
2answers
265 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
1
vote
0answers
31 views

Any tips on developing an RTS unit movement collision? [duplicate]

so I am developing an RTS and I am a little stuck at this. I am not talking about pathfinding algorithms like A*. The problem is moving units in bulk and their collision along the way. Can anyone give ...
1
vote
0answers
260 views

unity pathfinding [closed]

I have the navmesh and all set up in my unity project but as is I only know how to give it a target to go to, what I want is for it to randomly walk around my scene any help is greatly appreciated