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

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1answer
162 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 ...
-2
votes
1answer
56 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) ...
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0answers
169 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
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0answers
55 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
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0answers
35 views

Getting portals along a path of navigation nodes

I'm trying to create the path-finding algorithm for a small project and I'm having problems straightening the path after the A*-search returns a path along the navigation nodes (vertices of a ...
0
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0answers
66 views

Dijkstra Pathfinding in Libgdx, some minor problems

I'm having some problems with my Dijkstra implementation in Libgdx. I understand that there are already AI libraries that can probably do this much simplier but this is a school assignment so i'm ...
0
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0answers
170 views

Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

I am trying to create an algorithm which handles a NavMesh / Point Graph Generation for 2D Procedural Platforms Level in Unity3D. The reason why I say NavMesh / Point Graph is I don't know which one ...
0
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0answers
117 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 ...
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0answers
33 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 ...
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0answers
123 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
71 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
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0answers
105 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 ...