Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
2
votes
2answers
101 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 ...
-4
votes
0answers
43 views
Xna (temp. perma) spawn / terra forming [closed]
Im a bit new in XNA 3D working and got a problem by spawn new models in game ...
Im trying to spawn a kind of Wall behind me, while moving in a direction. That wall should just follow me everywhere ...
2
votes
1answer
101 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 ...
1
vote
2answers
127 views
How can i use triangle picking to determine the exact location of a triangle in world space coordinates?
Im trying to implement point and click movement in my game, but at the moment im stumped about how i can select parts of a mesh for the player to walk to.
So what ive done is ive got a navigational ...
-1
votes
3answers
116 views
Looking for detailed pathfinding examples
I am currently working on a 2D-TopDown game. Now I was looking for pathfinding algorithms. I read and understood A* and Dijkstra. But there are still some questions I have. So I am looking for ...
20
votes
4answers
1k views
Is the Manhattan distance monotonic when used as heuristic function?
I have a square-based map. Only horizontal and vertical movement is allowed (no diagonals). Movement cost is always 1.
I'm implementing an A* algorithm on that map, using the Manhattan distance as a ...
3
votes
1answer
248 views
Fastest pathfinding for static node matrix
I'm programming a route finding routine in VB.NET for an online game I play, and I'm searching for the fastest route finding algorithm for my map type.
The game takes place in space, with thousands ...
0
votes
1answer
56 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
votes
1answer
190 views
A* Search in games [closed]
I am making car racing game. I stuck with the AI of the game. I go through with the A* search, but there is problem that I want to ask that whether we have to make a 2D array and than apply search on ...
2
votes
3answers
677 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 ...
9
votes
5answers
1k views
Longest path algorithm for roguelike maze generation
I have a simple grid-based map composed of rooms, like this (A=entrance, B=exit):
0 1 2 3
#########
0 #B# #####
#########
1 # ### #
#########
2 # # #
# # #
3 # # #
...
4
votes
1answer
216 views
Path finding in games
I am writing my term paper about Path finding algorithms in games, and i've got a couple of questions, hopefully you people could help me out with those ;)
So, i've done a little bit of searching ...
0
votes
0answers
56 views
Is there a JavaScript library, or any library, for cooperative pathfinding? [closed]
Searching on google I found these papers for pathfinding with multiple units:
Cooperative Pathfinding
Fast and Memory-Efficient Multi-Agent Pathfinding
Is there a javascript library, or any library, ...
3
votes
1answer
61 views
How to create a path-finding compatible road map from user input?
I'm currently working on an agent simulation (inspired by the recent SimCity release). Now, basically I understood how agents work but I do not understand how to put them into context. Agents travel ...
7
votes
2answers
893 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 ...
0
votes
2answers
132 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 ...
0
votes
0answers
36 views
How to modify graph ingame?
The pathfinding in my game uses this function to generate a graph:
def make_graph(self, size, impassable):
nodes = [[astar_gridnode(x, y) for y in range(size)] for x in range(size)]
graph = ...
8
votes
2answers
318 views
Drone targeting
Imagine a "drone" and a target point on a 2d plane. There are eight parameters:
P = my position
Q = target position
V = my velocity
I = my moment of inertia
w = my angular velocity
s = my angular ...
13
votes
2answers
711 views
Partially observable game map — is A* appropriate?
I know very little about game development and I'm trying to wrap my head around pathfinding algorithms.
Consider this setup: an agent is on a 2D map and must find the shortest path to a globally know ...
1
vote
2answers
136 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 ...
4
votes
1answer
228 views
Help me please to choose proper path-finding algorithm
I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario:
Units - any shape. But in most cases rectangles of ...
-1
votes
1answer
94 views
Ways to achieve path finding on android [closed]
I have spent two weeks on this task and its to no avail,i hope your expertise can help me.
I want to create a simple set of activities that allow the shortest path to be calculated between two points ...
-1
votes
1answer
48 views
Maze solver with Astar on android? [closed]
I have a question I am looking for some tutorials or guides on how to create a simple android game or application.
the user can define their starting position and ending position
the ...
-4
votes
1answer
95 views
Adavanced AI with waypoint system [closed]
I'm just asking for an AI script. What I pretty much need it to do is to allow the enemy to patrol an area, and once the player hits its aggro bar, it will chase him/her until the player runs away; ...
11
votes
1answer
409 views
Pathfinding on a uneven planetary surface
My question is what would be the best approach to pathfinding on an uneven planetary surface?
Background Information
I have created a planet from displacement mapping 6 sphere projected planes. ...
1
vote
2answers
3k 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 ...
7
votes
0answers
169 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
3
votes
1answer
151 views
How can I find all shortest paths using A*?
It is possible for A* Path Finding to return all the shortest paths given a graph/map?
For example, given the map below:
-----------
--a--X--b--
-----------
The said map can return four (4) ...
0
votes
1answer
118 views
Pathfinding with different sized units [duplicate]
I am actually working on a general purpose pathfinding library (find it here), mostly oriented for grid-based maps.
I was looking for ways to integrate support for pathfinding with units of different ...
3
votes
2answers
256 views
How Does Ultima 7 manage different floors in 2d
In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones.
How can it tell whenever the character is moving from floor z to ...
6
votes
2answers
553 views
Creating a navmesh from a voxel terrain
My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
0
votes
0answers
58 views
Path finding and bin packing
So I have the following problem : a X by Y grid. On the grid there is a character and a monster and some items that give bonus points to the character's damage if picked and holes that must be ...
24
votes
3answers
4k views
How does Flow Field pathfinding work?
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?
2
votes
1answer
94 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 ...
1
vote
2answers
161 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 ...
34
votes
11answers
5k views
What path finding algorithms are there?
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?
0
votes
0answers
534 views
Collision detection when pathfinding with pathnodes, UDK
I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes).
It's doing a swell job of going from point to point in a set order (although I would like for it ...
1
vote
1answer
100 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 ...
0
votes
1answer
149 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 ...
0
votes
0answers
103 views
How to predict encounters between a ship and a body's sphere of influence in 2D
Long time listener, first time caller. I'm making a little hobby game in XNA, its about transport ships in space, analogous to container ships at sea. There are to be AI ships and player controlled ...
9
votes
3answers
506 views
Algorithm to see if two voxels are interconnected
I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
0
votes
0answers
63 views
problems with C# Port of Recast Detour Navigation Mesh for XNA, A* Pathing [closed]
Update 10/03
Ok, so i figured out the problem. C# is a funny old language..I changed
int navMeshCount = navMesh.GetPath(ref start, ref end, routePolys, navMeshRoute, false);
to
var ...
1
vote
1answer
121 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
2answers
239 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 ...
-2
votes
1answer
131 views
How can i use A star pathfinding algorithm in my 2D game developed in html5 [closed]
I am developimg a 2D game in html5 and i want to include A star algorithm for path finding in my game. So kindly help me by providing the A star algorithm and please explain how can I include that in ...
-1
votes
1answer
295 views
a* path finding and movement (keeping the character central) [closed]
Now I've built games in xna so I think I'll be ok with the framework mono touch, but I've only ever worked on really simple games in xna so I need to ask a few questions that will help me get started:
...
9
votes
2answers
562 views
Finding shortest path on a hexagonal grid
I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his ...
12
votes
1answer
603 views
Is nVidia's CUDA suited to performing pathfinding calculations?
I want to know if it would be worth executing pathfinding on the GPU (using nVidia's CUDA, or an equivalent) in certain situations, or whether it would be a wasted effort. The situation I imagine ...
7
votes
2answers
316 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 ...
5
votes
1answer
210 views
A* for non grid network
For my specific case, I am trying to find a path finding implementation similar to what described here.
I could see reference implementation for A* and HPA*, but I wonder how to extend A* to simple ...




