I think A* is a good place to start, but since cars cannot move in all directions (they move like cars do, trying to move forward and steer), I was wondering if someone could point me at other approaches they've used.

Also, I was wondering about the "Racing Line". Should one just precompute the optimal paths, and then use the A* to select the path that isn't blocked by other cars ?

EDIT: My question is different from Driver AI in racing game because that question is about approaches.

I am interested in learning about specific tried and trusted algorithms like A*.

  • \$\begingroup\$ Is this for the AI to control the cars? I'm not sure if A* would be applicable, because it assumes an object can move in all directions without an issue, depending how your cars work, this might need a lot of tweaking, or not be possible in an optimal way. \$\endgroup\$
    – TomTsagk
    Oct 3, 2019 at 10:00
  • \$\begingroup\$ You can change A* to take into account the speed and steering options. But you are going to end up with a near optimal racing line if you do so (at least without other cars to collide with) \$\endgroup\$ Oct 3, 2019 at 10:01
  • \$\begingroup\$ We have some past Q&A about algorithms for racing game AI, which I've linked above. Please take a read. If these existing answers don't solve your problem, or you have trouble implementing them, please edit your question to detail the specific issue you need to overcome/improve, and we can re-open it for answers. \$\endgroup\$
    – DMGregory
    Oct 3, 2019 at 10:16
  • \$\begingroup\$ @DMGregory Which is the appropriate tag for game ai algorithms in general? Is there one ? It seems like if you don't know the actual algorithm name its hard to ask or look up the algorithm in the first place. \$\endgroup\$ Oct 3, 2019 at 10:42
  • \$\begingroup\$ @DMGregory That question doesn't actually provide an answer about algorithms, but rather about approaches \$\endgroup\$ Oct 3, 2019 at 10:44


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