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

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4
votes
2answers
165 views

Graph search with a high number of actions

I have implemented A* to reach a goal state from a start state. My state is position X,Y, angle and others state variable. I have a number of actions. What I call actions is : A* on a grid has 4/8 ...
3
votes
2answers
349 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 ...
1
vote
2answers
39 views

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that? My initial idea was to ...
3
votes
1answer
239 views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
3
votes
1answer
457 views

Verify which bubble is connected to top using DFS

I am working on a bubble shooter game in this game i have implemented searching using DFS as suggested in this link, and this is working fine. Update Here is my code for DFS -(void)callDfs:(int)...
1
vote
1answer
57 views

Doubts on player movement strategy

What I want to achieve is the player moving to the touched position on a 2D grid-based game, stopping at the last reachable spot if the target position is unreachable. What is the strategy usually ...
1
vote
1answer
92 views

Pathfinding on multiple grids connected through teleports

I try to create a "AI" that can move independently on a map structure where the individual maps are only connected by one directional teleport squares (links). There are some map areas you can only ...
1
vote
1answer
285 views

How to choose and scale heuristics for A-star on a graph?

I am trying to find the best and scale my cost function for my algorithm. I am following amit blog which explain that (http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#manhattan-...
-2
votes
1answer
74 views

Optimal trajectory of area exploration

I've got next problem. There is three objects: first one, with next characteristics: circular area of view, speed, drag coefficient; wind (or water current, doesn't matter; some sort of resistance) ...
3
votes
0answers
216 views

How to get NPC to Find and Follow Path to other NPC?

Problem: I am using Skyrim Creation Kit to create a very simple mod. I want the mod to make one NPC follow another NPC. My first problem is that I am not really 100% sure where to start. The second ...
1
vote
0answers
40 views

How can I make cars drive navigate an intersection without colliding?

I'm trying to create a 2D game with a traffic intersection: My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible. How can ...
1
vote
0answers
25 views

Automata Editor

I'm currently developing a State machine editor as a tool for some games my team is developing: but the algorithm I chose to display the paths between the states doesn't care about the obstacles, ...
1
vote
0answers
31 views

Aron Granbergs Unity Pathfinding AI goes back and forth

The agent goes back and forth after calculating the path with seeker.StartPath (transform.position,target.transform.position, OnPathComplete);. The gizmo shows the correct path. Please watch this ...
1
vote
0answers
345 views

Square tile navigation unity

I'm looking to generate a grid style navigation system in Unity. I have created a map in Tiled and am unsure how to continue considering the tiles will have different properties. The closest example ...
0
votes
0answers
20 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
0
votes
0answers
27 views

How do I turn a vector map into a nav mesh?

I have the following path finding problem: I have a map that is described as a set of polygons that are traversable and need to somehow write path finding for the system. The current data is that the ...
0
votes
0answers
37 views

HPA* on weighed (non-uniform) 2D grid maps

I'm researching pathfinding algorithms on the 2D grid maps in regard to their performance/memory consumtion. I'm particulary interested in the weighed maps as something much close to the reality than ...
0
votes
0answers
21 views

Identifying transitions and entrances in HPA*

I lack reputation to post more than 2 links, so I'll be squeezing the images I planned to add into one link. http://pastebin.com/6ZqGPNZ5 I've been trying to implement HPA* over the last few days, ...
0
votes
0answers
246 views

Code sample on how to implement Lee's visibility graph

In my recent search, I've been amazed about how difficult it is to find code examples or information on how to build visibility graphs. Considering its importance on video-game development for AI path-...
0
votes
0answers
85 views

Jump Point Search with Weights

Everywhere I've searched on the internet, people seem to assume that jump point search would not work with weighted grids. So why wouldn't it work with this simple modification to the algorithm: This ...
0
votes
0answers
69 views

How do I efficiently generate all valid configuration spaces of a Tetronimo in Tetris?

This question is relevant to How can I do optimal pathfinding for a tetris piece, which assumes we already have a start and end state. How we can efficiently generate all those valid configuration ...
0
votes
0answers
35 views

Making a node map with PNG alpha channels

I currently creating a 2d game that requires the usage of boats that travel from one country to another. The countries are individual objects with there own png. Nehow I've got the original map of the ...
0
votes
0answers
89 views

Pathfinding with move costs, grids, and arbitrary points

I'm building a game where the movement cost and passability is driven by a 2d array, but units are not conformed to this grid; it mostly just determines movement cost and natural/artificial immobile ...
0
votes
0answers
243 views

Triangulation of “polygon with holes” for NavMesh

Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
0
votes
0answers
49 views

Using Flash IDE to link nodes for Dijkstra algorithm

I'm trying to use plash to set up the node connections, but having a really hard time to use the IDE as a tool to do so. Before giving up completely, and getting into creating a tool that would take ...
0
votes
0answers
287 views

Changing a single component of a prefab?

I'm working on a unity project and I'm looking to show the range of a certain character. However, the terrain is generated through a script at run time, and considering that the script uses the ...
0
votes
0answers
72 views

Drawing pathmap [Solved]

I am developing an editor for my game and I like to implement something like this (screenshot from wc3 editor): (I need the pathmap) I have one implementation already, I just store in chunk renderer ...
0
votes
0answers
148 views

Implementing ClearPath (crowd pathfinding)

This is the academic article: http://gamma.cs.unc.edu/CA/ClearPath.pdf Here is the confusing part (marked in red): The first part is the path in which the object will move. The first part of ...