I'm making a Tower Defense game in Flash with no predefined path. Although my grid is 40x40 (small?), A* is struggling when recalculating every time. So I made my own modification to ease the ...
I'm making a Tower Defense and I have basic pathfinding working, but I got a problem. I want to make the path blockable, and when a block occurs the runners will attack the blocking towers. So what ...
I want to understand how navmeshes work, how to implement them and why it is better than other types of pathing systems.
I'm making a Tower Defense and I need a good pathing algorithm for it. I have thought about Dijkstra but I need one that can be dynamic; it must be able to update itself when one edge is removed or ...
Supreme Commander 2 has something called flow field path finding. How does it work? Is there some article available I can read up on how it works?
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 ...
I would like to understand on a fundamental level the way in which A* pathfinding works. Any code or psuedo-code implementations as well as visualizations would be helpful.
I'd like to read up on path finding algorithms. Is there a primer available or any material or tutorials on the Internet that would be a good start for me?