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this is my first time helping on a question and is hard for me to understand others when they dont use a graphic exaple. Apologies in advance. Considering that your game is turn based and your AI units can only move one tile per turn, and considering that they get stuck so easily, then I have to make some assumptions on how you game works and offer at the ...


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I know this question is old, but since no answer has been selected I'm going to post my own and hope it helps someone else. Depends on the situation of your map whether you can apply a simple A* algorithm, or use a collaborative A* algorithm. By the situation I mean: Can two agents occupy the same space at a given time? If the answer is yes, then a simple ...


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Here is my working AStar implementation built in Java on the LibGdx framework (it should not be too difficult to adapt to C#): public class AStar { /** * Makes the end passable, if it wasn't already, and then finds the shortest path towards it, using the AStar algorithm. * @param start The node to start the search from. * @param end The ...


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A hard but probably better way: if you walk on surfaces you would use navigation mesh based on triangles that share edges. In 3D space you could use tetrahedrons that share faces. Tetrahedrons should be able to fill your space reasonably and running A* on the graph of tetrahedra should be much faster, as you would probably not need so many of them. As in ...


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Take a look at hierarchical A* (aka HPA*); its basically what you're looking for. However, keep in mind that adding pre-processing can add so much overhead that it might not be worth it. You will want to profile your existing planner first to make sure there aren't any obvious bottlenecks. Another thing you can try is to create a sparse probabalistic road ...



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