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

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395 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 ...
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1answer
182 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 ...
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2answers
331 views

jQuery game - collisions

Please take a look at the picture below: It is and attempt in creating a "game" only with the DOM and jQuery. The blue boxes are "obstacles" and the user can move his pointer (not drawn in screen ...
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1answer
305 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 ...
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1answer
44 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 ...
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96 views

Aligning pathfinding to the center of tiles?

I'm looking to achieve tile by tile movement in a project I'm working on. I employed the use of the asset Simply A* Path-finding to allow a unit to navigate the terrain. Since the tiles are ...
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1answer
153 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. ...
2
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1answer
164 views

Detect obstacles in path on a tile-based map

I'm creating a 2d game with a tile-based map, but smooth movement. I currently use A* in combination with some other tricks for pathfinding, and one issue what I've been dealing with is getting the ...
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136 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 ...
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104 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 ...
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121 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 ...
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3answers
331 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 ...
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3answers
689 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 ...
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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 ...
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2answers
652 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
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2answers
619 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 ...
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2answers
517 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 ...
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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 ...
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1answer
278 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 ...
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2answers
86 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 ...
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2answers
660 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 ...
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1answer
157 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 ...
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1answer
117 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 ...
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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 ...
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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 ...
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2answers
305 views

How should I store edge weights for my A* graph?

I am working on A* pathfinding in Unity, using C#. I am implementing Dijkstra's shortest path algorithm. I have a Dictionary with nodes as keys and corresponding lists of adjacent neighbors as values, ...
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1answer
220 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 ...
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1answer
103 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; ...
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2answers
704 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 ...
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3answers
3k 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 ...
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1answer
312 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 ...
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1answer
141 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 ...
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3answers
649 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 ...
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2answers
205 views

How can I highlight and move to adjacent tiles in an isometric grid?

I trying to create a turn-based strategy game where you move a game object from one tile of a grid to another tile near it. I have created the grid using sprites and game objects but can't sort out ...
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1answer
59 views

A* pathfinding question [duplicate]

http://i62.tinypic.com/23hlgcg.jpg im trying to get a grasp on the A* pathfinding algorithm. Using the image i attached. if the green square represents the start, and red represents the end. wouldn't ...
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2answers
55 views

nurbs and pathfinding optimization

I'm working on a project, and my current milestone is pathfinding. I have a working prototype that consists of several components: a manually drawing of a path, that matches the visual path that the ...
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2answers
285 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 ...
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1answer
69 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 ...
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1answer
215 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 ...
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1answer
118 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 ...
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1answer
99 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 ...
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2answers
185 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 ...
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2answers
177 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 ...
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1answer
118 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 ...
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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 ...
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2answers
624 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 ...
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2answers
519 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 ...
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2answers
277 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 ...
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3answers
735 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 ...
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1answer
428 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 - ...