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Questions tagged [path]

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0
votes
1answer
42 views

Error in the order of the target points to be followed. How to set the order of elements in an array?

I have a project where it has 1 NPC and 3 target points: In the project I set the NPC to go to target point 1, then to 2, then to 3. Expected path: Path that is occurring: This problem did not ...
0
votes
2answers
52 views

How to make specific paths in UE4?

I have a project where I have 1 character (playable) and 2 NPC's (AI). The NPC's are programmed to meet 2 target points. Below is an image to facilitate understanding: As you can see, this green ...
0
votes
0answers
34 views

Get Position and percentage of a given point on a Spline

I have a spline data, in a List chunkPath; and a player position (x, y, z). I would like to get the closest point in the path, and get the actual percentage we are inside the path... So What I have: ...
0
votes
1answer
88 views

How to change object curve path in playmode in Unity?

I would like to make some sort of this simulation below, where user can interact with the white rod and drag it into the magnetic fields, which in resulting the blue line that represent the magnetic ...
3
votes
1answer
581 views

Creating random path in grid

I need to find a path with required length in the NxN matrix without loops and deadlocks. For example: We Have a grid 7x7 (49 blocks in total) with START (orange) point. We need to build random ...
0
votes
0answers
26 views

Unreal Expose Terrain Layers via a blueprint

I have the below play area and I have 4 terrain materials defined in a material and attached to the terrain. What I want to achieve is a way to use a blueprint to expose the pathway layer through the ...
1
vote
2answers
110 views

Find hexes on a hex grid given an angle

I'm trying to find an elegant solution to calculating the x, y values of hexes that are crossed or intersected by a line or ray at a given angle from a given hex position on a hex grid. I do not want ...
5
votes
3answers
277 views

How to create a boomerang-a-like path?

For the GitHub Game Off Jam, I plan to create a small game with a boomerang. But I don't know how to build the equation that will update the boomerang position. I try to build a direction vector and ...
0
votes
1answer
1k views

How to draw a NavMesh Path to a destination without traversing the path in Unity3d?

I have a set of pre-determined destinations. When the user chooses any one of those destinations, the path to the destination should be drawn, similiar to google maps. I am trying to do this in unity, ...
0
votes
2answers
982 views

Pool game ball path line

I'm using Unity C#. How would I create the effect in my pool game, a line showing the direction of the second (not white) ball after collision. Example: I need to make the line coming from the ball ...
1
vote
1answer
67 views

Objective C Path

I am looking for some help on what would be the best approach to create a path from one point in a grid to the other side. Imagine a grid of 5 x 5, where at (0,1) there is a light source pointing ...
0
votes
1answer
54 views

Recognize that user has traced a path of vector points with mouse

How can I check if a player has traced a closed vector shape from an arbitrary starting point all the way around to the beginning? Setup Given are the vector points A through E, which form a closed ...
0
votes
1answer
2k views

Follow a path in Unity

I want to know how I can make this game object follow the specified path in unity
0
votes
3answers
131 views

Unity - Where should downloaded level data be stored?

I've been looking around and it appears suggestions are only to store data to UserPrefs, or PersistentDataPath. I intend to have map files streamed to the client on demand, and saved for reuse. ...
4
votes
1answer
277 views

How can I create a world map like Mario 3's?

I want to create a world map similar to the type that Mario 3 on NES uses where Mario can walk between levels (nodes?) by pressing up, down, left and right on the controller, and Mario can only pass ...
3
votes
1answer
455 views

How to do multi-agent 2d pathfinding when agents can block each other?

I recently restarted on my long time game development project and had a few questions about how to improve my games AI. I am a little stuck on the best way to implement my Enemy path finding when ...
1
vote
0answers
57 views

Making an 'anim in circular motion' get attracted by gravity of the center

I am working on a project, where the main player anim is in circular motion with respect to a center point. This video shows what I have done to the anim till now. In that video, there are multiple ...
4
votes
2answers
315 views

How to find the optimum path, on a road, for a car?

For the moment I have an AI car, that follows points (let's call this Waypoints), that I built by myself. Of course, it's not optimal because of my poor human hand, and car knowledge. After this ...
7
votes
2answers
306 views

Bike game - following a road path

I am writing a game in java which has a bike riding down a road. I intend to add some obstacles on the road which are structures having a slope, which the biker must negotiate. In other words, the ...
2
votes
1answer
311 views

Pathfinding to unknown destination point

Usually you need path finding algorithms to find one or the best path between two points. Do you know if path finding algorithm where you don't know the destination point exists? I have a graph made ...
4
votes
1answer
69 views

Lazy way to figure out the two sides of a border?

We have a 3d model. There is a simple path on that model's surface graph G of the form: ...
2
votes
2answers
219 views

How to stop Follow Path steering behavior when reached target?

I'm using libgdx Follow Path Steering Behavior in my top-down game. When unit reaches the end of the path, it goes to the start (not directly, but following path), then to the end and so on. How to ...
1
vote
1answer
427 views

libgdx FollowPath proper usage

I'm developing top-down rpg game and got some problems using https://libgdx.badlogicgames.com/gdx-ai/docs/com/badlogic/gdx/ai/steer/behaviors/FollowPath.html I have a path (picture 1), in this case 2 ...
1
vote
1answer
129 views

A* Path Finding Loops Forever

For, hours, I've been following these instructions. ...
2
votes
1answer
122 views

Find alternate shortest paths in Unity

I'm developing a game in Unity. It's a simple game where the rocket has to reach the point where the player touches on the screen. The movement of the rocket is physics based. When the rocket goes off ...
0
votes
1answer
546 views

Pathing for 2D, sprite-based game

I'm making a 2D, oblique-styled sprite based RPG. My game does not live in a 2D matrix (like Tetris), rather it's sprites animating over a tilemap. I am trying to set pathing rules for NPCs. I've ...
7
votes
1answer
219 views

Path following with Asteroids-like movement. Time to complete path

I'm currently learning about how to do this, but it's best to post the problem beforehand. (posting on Physics and GameDev, as you guys know your math) It's quite difficult to explain. This specific ...
1
vote
2answers
1k views

How to get this type of movement in LibGDX?

I want objects in my game to move randomly but always from right side of the screen to the left side. The movement must be as smooth and natural as possible, like they are following a path. Can i ...
0
votes
1answer
125 views

Randomised Path from A to B for cursor movement simulation

I'm trying to simulate the movement of the mousecursor, by creating a path from point A to B that has random variation. The algorithm I'm using at the moment is very basic, and is limited in that it'...
0
votes
1answer
2k views

Switching bezierpath to follow SpriteKit swift

I am trying to make it so that a SKShapeNode follows a UIBezierPath. Then when the screen is tapped it switches to another UIBezierPath to follow. I have this functionality working except that when ...
1
vote
2answers
99 views

Simplify paths when a user builds

I am looking for some guidance on how to simplify my nodes on a path when a user builds on the fly. Imagine a path like this with a gap: Logically 3 nodes are required 2 connected one isolated. But ...