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

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115 views

AStar for isometric game with overlapping walkable areas

We're developing an isometric game that so far has had a single ground level (y = 0) for the avatar to walk on. Pathfinding for this can be solved with a relatively simple 2D AStar tile map. We're ...
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2answers
212 views

How to use an A* Pathfinding System across uneven environments?

I am developing a game in Unity3D. I want an enemy character to follow the player around. The problem is, my surface is uneven and full of mountains. I am using aarongranberg's pathfinding project. ...
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2answers
540 views

Using A*Pathfinding on terrain created by scripts?

I'm looking to use A* Path-finding as a method of navigating my game terrain. Trouble is, my terrain is built upon play using a script and A* grid does not detect this, therefore marking all nodes as ...
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197 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
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0answers
87 views

Basic Node Based Pathfinding

I am new to pathfinding but i have read and watched through some articles, blogs and videos about Pathfinding. Since those that i have read and watched from are mainly for RTS Games, Grid Based ...
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0answers
114 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 ...
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116 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 ...
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18 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 ...
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39 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 ...
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91 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 ...
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85 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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29 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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67 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 ...
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68 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 ...
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274 views

SpriteKit Random Action/Movement

So basically i want a sprite to start from a random position and head to a random direction then take a random turn halfway through using CGPathAddCurveToPoint. The part i fail in is how to make it ...
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93 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 ...