Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
3
votes
1answer
108 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
41 views
Is there a JavaScript library, or any library, for cooperative pathfinding?
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
53 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 ...
1
vote
1answer
73 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
1answer
106 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 ...
7
votes
2answers
848 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
117 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
votes
0answers
107 views
AI for mass battles in Unity [closed]
I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
3
votes
1answer
224 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
0answers
32 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
297 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
666 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
121 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
213 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
84 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
47 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
73 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
369 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 ...
6
votes
0answers
153 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
147 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
105 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
244 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
534 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
89 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
156 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 ...
32
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
472 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
95 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
140 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
98 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
500 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
60 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
113 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
213 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
126 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
289 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
522 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
588 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
309 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
202 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 ...
6
votes
2answers
290 views
Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?
I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough).
Now, in my game you ...
2
votes
1answer
188 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 ...
5
votes
3answers
293 views
3D pathing finding with flying
Does anyone know of a (free or paid) solution that enables 3D path finding? Basically something like:
CalculateRoute(input_geometry, start_pos, end_pos, variance)
I found a good paper on the ...
47
votes
5answers
6k views
How does Dwarf Fortress keep track of so many entities without losing performance?
In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
3
votes
1answer
87 views
Pathfiding for groups of agents
How can we refine this path search method to make group movement more elegant? I'm trying to make a RTS-style game, using a 2d tiled gameworld. I have implemented an A* pathfinding algorithm which ...
0
votes
0answers
152 views
NavMeshAgent in Unity giving jerky performance
I am using NavMeshAgent in my Unity project to calculate and move my object to a particular location.
When I do:
navMeshAgent.destination = destinationPt
the object starts moving, but the motion ...
0
votes
1answer
65 views
make a character walk along a defined path(as much as possible)
What I want is a character walking along a path, which is defined as a sequence of waypoints. For example, a soldier patrol around a castle.
The problem is, I want the soldier to avoid (dynamic) ...



