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

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113 views

Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only ...
2
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2answers
116 views

How to convert non-discreate data for discreate pathfinding?

I have a list of entities that looks like [{x,y,width,height}, {x,y,width,height}, ...]. This list is non-discreate, It doesn't follow a grid. entities can be positioned at floats like x:2.345 Most ...
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2answers
172 views

Pathplanning A* Getting stuck in wall

I'm having a problem with my pathplanning. I can plan a path and make my character follow it, that's not a problem but then i plan a path around a wall it takes the shortest way as A* suggests, which ...
2
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3answers
481 views

Discovering path through unknown territory

Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an ...
2
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3answers
465 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 ...
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4answers
265 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 ...
2
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3answers
277 views

Smooth path/direct movement

I have a tile based isometric map and an A* algorithm that returns a path. I am looking to smooth this path efficiently but with good aesthetics. Basically i am using my grid for building the map and ...
2
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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 ...
2
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1answer
183 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 ...
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3answers
2k views

Map building - Tower Defense

Before diving too deep into my question, let it be known that I am learning as far as java script goes and figured a simple Tower Defense game would be an excellent way to learn things. So I have ...
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2answers
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?
2
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1answer
400 views

What tools are available for creating 3D collision and pathfinding data? [closed]

What is the process of creating geometry data to assist on NPCs movements and such on a 3D world to avoiding having them from going through the ground, etc? Are there specific modelling programs that ...
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2answers
142 views

A* pathfinding for grid with direction-dependent nodes?

I'm trying to understand if the A* algorithm is a possible pathfinding solution for my game. I have a simple grid of nodes that an enemy can move around on, but the nodes represent traversable ...
2
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1answer
203 views

Is it more efficient to use an A* algorithm or a line system drawn in pathfinding in C#?

I was recently introduced to the A* algorithm when I asked a friend about making AI/NPC's in video games move to certain points and it sounded very interesting. I am building an FPS and it has AI that ...
2
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1answer
141 views

How to determine where on a path my object will be at a given point in time?

I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the ...
2
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1answer
555 views

World-map navigation and path-finding

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 ...
2
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1answer
360 views

Pathfinding in a 2D “sidescrolling” strategy game

I've been thinking up a real-time strategy game that plays on a platformer type of map. The collidable portion of these maps will be made up of square tiles. I've done A* pathfinding in top down tile ...
2
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1answer
465 views

A* in 2D grid with obstacles in between graph nodes

I am using standard A* (and Jump Point Search) for pathfinding in my 2D game. A map in this game is a simple 2D grid (tile-based). A node (i.e. grid cell) in my map graph can either be blocked or ...
2
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2answers
264 views

How can I incorporate the path of a jump into my A* implementation?

I need to calculate the path of a jump via A* for a simple platformer game. Calculating the direction is simple, but translating the jump physics into pre-calcuted voxel paths is a bit difficult. ...
2
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1answer
320 views

how do I make an enemy target an ally unit?

I have 2 different classes, a EnemyFighter class, and a EnemyBomber class. both are planes that I have that can fly around the map.( i also have AllyFighter, and AllyBomber) So far they can follow ...
2
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3answers
291 views

In A star, what is the point of recalculating the best path?

In A* after the finding the next node with the lowest F value, you have to search the adjacent nodes again. When you find a node that was already in the open list, you're supposed to check if the g ...
2
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2answers
989 views

How to implement pathfinding in this situation

So I'm creating a game for android using the libgdx library. I render the map from a tmx file and in it all the water tiles have the property of blocked. My player(a sprite) moves to where I ...
2
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1answer
148 views

Pathfinding results in false path costs that are too high

I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are ...
2
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1answer
295 views

How to predict future location of a Car in a Navigation Mesh based pathfinding system?

I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game. I am trying to develop the AI for my cars now. The problem is how can I ...
2
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1answer
244 views

Wander algorithm for a maze [duplicate]

I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh. So I can already ...
2
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1answer
837 views

Pathfinding and BSP with Box2D

I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or ...
2
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1answer
453 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 ...
2
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1answer
1k views

Pathfinding with MicroPather : costs calculations with sectors and portals

I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute ...
2
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1answer
303 views

Pathfinding and clusters

For an assignment, I am required to implement an A* algorithm in order to find the shortest path between two object using different heuristics null, this effectively becomes Dijkstra Euclidean ...
2
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2answers
152 views

How to find all the possible places to go on a grid?

Given the amount of steps you can take in a grid, how could I implement a way to get all the possible places a unit can go to, in a game like Advanced Wars? I have currently got A* path finding ...
2
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2answers
396 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, ...
2
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2answers
357 views

Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the ...
2
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2answers
324 views

Pathfollowing with acceleration - centripetal force

I'm implementing A* waypoint pathfinding with some twists. One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces. Which ...
2
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2answers
205 views

Grouping units in world space

I figure that I intend to generate, for group orders, one optimal path, and then use a flocking algorithm to "glue" the units together as they all follow this one optimal path. However, a naive ...
2
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1answer
623 views

3D RTS pathfinding

I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. ...
2
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2answers
1k 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 ...
2
votes
1answer
32 views

Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
2
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1answer
52 views

Storing visibility graph for path-finding: do redundant and non-visible pairs of points have to be saved?

Using C# in Unity, I have recently implemented an algorithm that determines during run-time the visibility graph of a given scene in my game project (visibility between corners of obstacles). Now I am ...
2
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1answer
69 views

Where/how should A Star tie breaking occur?

I've recently written a path finding script that utilizes a basic implementation of the A Star algorithm. It works fine but is not very fast. This is due, at least in part, to the fact that it isn't ...
2
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1answer
82 views

Given a 3d goal point and a turn rate in radius, find max speed to reach goal

I'm working on a 3d space sim with AI agents flying ships through space. I am trying to get them to follow a waypoint path nicely, which involves figuring out how fast they can be travelling and still ...
2
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2answers
135 views

How can I keep AI from getting stuck on each other?

I'm currently working on AI and, as stated above, I'm having trouble figuring out how to keep the AI from getting stuck on each other. More specifically, I'm working on two different behaviors for ...
2
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2answers
439 views

Basic Node Based Pathfinding

I am new to pathfinding but i have read and watched through some articles, blogs and videos about Pathfinding. Since those that i have read and watched from are mainly for RTS Games, Grid Based ...
2
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2answers
1k views

Game Maker: Studio - Make objects avoid other instances of same object with A* pathfinding

I have a game where there are multiple enemies who must chase a single player. I have pathfinding set up using the GML A* pathfinding with mp_grid and a path. However, these enemies can walk on top ...
2
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2answers
941 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 ...
2
votes
1answer
47 views

Moving unit along a computed path

I am generating a path using pathfinding.js. This returns a path of node coordinates from a matrix. Example: var matrix = [[0,0,0,0], //0 are passable, 1 are obstacles [0,1,1,0], ...
2
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2answers
128 views

How can I test if a point is behind a polygon in 2D?

In order to improve the performance of my visibility graph generator I am trying to figure out the following. Given the image below; is there a way to find out if a point is 'behind' the polygon? For ...
2
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1answer
720 views

Seek Steering Behavior with Target Direction for Group of Fighters

I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the ...
2
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2answers
2k views

pathFinding performance in Unity3d

I am making Sniper game in unity 3d. In this game zombies will come randomly towards the sniper and sniper have to kill them. I am using RAIN(indie) for path finding. It works best when zombies are ...
2
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1answer
681 views

Dynamic obstacles avoidance in navigation mesh system

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
2
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1answer
257 views

Is finding graph minors without single node pinch points possible?

Is it possible to robustly find all the graph minors within an arbitrary node graph where the pinch points are generally not single nodes? I have read some other posts on here about how to break up ...