Questions tagged [path-finding]

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

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How can I maintain a contiguous area when generating a tilemap using Wave Function Collapse?

I'm using Wave Function Collapse to generate a tilemap, and I'm trying to come up with a way to maintain a contiguous area during generation. As an example: ensuring all "walkable" tiles are ...
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66 views

A* algorithm: need help fixing path that come in contact with obstacle

I am using A* as a pathfinding technique for my AI; it works fine until it gets close to an obstacle (in my case rocks). Right now it just continues the loop if it finds a neighbor thats a rock. It ...
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63 views

Flowfield pathfinding behind obstacles on symmetrical grid

I use Fast iterative method to create my flow field. However when an obstacle is on the same axis as the destination, the vectors behind the obstacle point directly to the destination and ignore the ...
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64 views

Java A* Algorithm: going to a specific tile that moves you to another tile

I have my AI to where it only looks at the 3 tiles in front of it for pathfinding which depends on the direction. However during pathfinding it may check a tile that is a action tile. An action tile ...
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Java Game: A* Algorithm (searching only cells in front of character)

Game Type: grid tile map that is turned based Directions allowed: Left, Forward, Right (to reverse directions you must either use two lefts or two rights) - both left and right moves diagonal but ...
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Navigating an AI that shouldn't take the shortest path but the scenic route instead (e.g. fish)

I'm working on a sidescrolling game with an underwater "fish-like" AI that has some goals (interacting at various locations) and things to avoid (player). Started of with a Navmesh and ...
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21 views

Line of Sight/Clear Path Check Theta* For Rectangle Character

I am implementing Theta* pathfinding in a tile-based 2D game. A tile is either blocked or unblocked. The character has a rectangle collider with a width and height in tiles. Is there an algorithm for ...
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Path following with turning radius and obstacle avoidance

I would like to move an object through a path found by A* star but taking into account the object's turn radius and movement speed, while also avoiding possible obstacles during a curve. After some ...
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Restrict A* pathfinding to overlapping “safe zones” within map

I've been bashing my head against this idea for a few days without luck, I'm hoping someone sees something I don't. So I have a 2D map containing walls and obstacles, and I have a unit that navigates ...
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1answer
92 views

Given a 2D array, how do I generate a random path of fixed length from a random point at length 0 to a random point at max length?

I'm trying to generate a random path on a 2D grid given that: The width and height of the grid are given The length of the path to generate is given The path can't move "back" The path ...
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How to assign an index to different node clusters? (for pathfinding)

Hellow~ So for a bit of context: i'm currently working on a RTS (way above may league) which already has a level editor and a node grid which maps the terrain, i previously make a navigation system ...
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Nav Mesh Agents are not moving along the mesh

I'm fairly new to unity.I've been playing with Nav Mesh Agents lately.I have encountered this problem twice.The first time I didn't bother redoing my project all over again.But now its bothering me ...
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“Blind” PathFinding for fleeing agent

I know there are plenty of algorithms for finding a path from A to B. There's also a good few articles on how to avoid an enemy in a 2D space. I can't find anything on escaping from an enemy in a ...
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25 views

Unit navigation and avoidance in an AutoBattler like game

I am not using an Engine (this is for an authoritative server in Golang). I've tried going with the flocking approach but got wonky and horrible movement. Looked into A* and into dijkstra, but cannot ...
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How to adjust a path to avoid collisions with moving obstacles inside a nav mesh?

I'm writing a script for a bot and I'm a little bit stuck. There's a game, there's a player (me) and I want to get from point A to point B. I can find the path via bot's API (it returns a ...
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1answer
64 views

A* heuristic for a map that can have roads

I have a 2D grid which I am performing A* pathfinding on. Nodes are connected via a value of 3 in most cases (some connections are more expensive). In some (depends on the gameplay) circumstances the ...
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Large world pathfinding on server

Just want to note first I know there are lots of topics on this. I've bought books, read tons of posts here, but still stuck on a few topics from a conceptual level. One of them is concerning how ...
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Any good pathfinding algorithm for lots of different speed zones? NavMesh seems not work

I have a terrain map with lots of different areas: roads, grass, swamp, forest, mountains. Each has different speed for the player. The map is continuous 3D map, not grids. Given a start & end ...
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Distance Cost for 3D A* Algorithm

I'm currently implementing an A* Algorithm for my Unity project. I found this entry on stackoverflow, but its not telling me how to solve my problem. https://stackoverflow.com/questions/32205891/a-...
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2D Side-scrolling Strategy Game Pathfinding Help

Hey Guys,I am trying to implement dungeons into my 2d RTS ish game.The dungeons is made out of rooms, you start at the top, and you can unlock rooms with scouts.The picture is the unlocked version of ...
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51 views

Updating the position of a prefab in Unity for A* pathfinding

I am trying to use Aron Granberg A* pathfinding project in my game. I am very new to Unity, so I am having some trouble figuring out how to instantiate multiple enemies from a prefab that will seek ...
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76 views

Heuristic Cost in A* algorithm

I have been learning about the A* path finding algorithm and I can't understand the heuristic cost in this algorithm. What is it and what is its use in the algorithm?
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2D Grid-based Pathfinding with Elevation

I'm creating an isometric game which currently uses A* Pathfinding on a basic grid representation of the map. Having elevations and allowing the Players to traverse up-and-down is an integral part of ...
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Pathfinding for a destination that is more than 1 tile [duplicate]

I have a 2d grid, and there are situations where the player selects the 3d model of an exit (like a gate) so they could leave, but in reality, the exit is comprised of multiple tiles in the grid: In ...
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How to build path to cover for bot if cover moves while player moves?

I'm changing cover positions depending of player position (to keep obstacle between player and cover point). But when my bot using pathfinding algorithms to build path to that cover, he will spend ...
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How to make pathfinding agents avoid each other using A* in unity?

So far Ive implemented a 2D grid graph using 2D physics. My enemies have a seeker script, AI destination setter (with the player position attached) and a basic AIPath script that is set to 2D When I ...
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73 views

A star pathfinding path too narrow for enemy

The tiles for my top down 2D shooter are 32x32 and the player and enemies are too. But obstacles like walls and other things can of course be smaller than this - the smallest being 8x8. This causes a ...
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How does heavily constrained delaunay triangulation work?

In short: I'm trying to find an algorithm for performing a Delaunay triangulation of a heavily constrained polygon (for the purpose of pathfinding), with the understanding that most of the resulting ...
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3answers
127 views

Find a path centered on the edge between traversable tiles

I'm trying to implement a pathfinding system in a simple tower defense game I'm working on. I've a 15x8 tilemap where each cell is of size 64x64. image 1 A is the start point, B is the end point, ...
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98 views

Navmesh awkward path generation with string pulling due to “inner” vertices

I've identified a problem and a possible solution related to navmesh-based pathfinding. Before diving in, I'll preface my post with some questions to keep in mind as you read: Is this a known problem ...
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How do I define my pool of Actions in such a way that they depend on variables in GOAP?

I'm attempting to implement GOAP in my game. The game is a simulation-type game that would not only benefit from GOAP, but is almost essentially a requirement based on the scope of what an agent can ...
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Converting 3D to 2D (A* pathfinding)

I am following Sebastian Lague's A* pathfinding series, and I am on the episode where he explains path smoothing: https://www.youtube.com/watch?v=NjQjl-ZBXoY&list=...
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A* Pathfinding issues, player node is always off

so I am using Sebastian Lague's second video on A* pathfinding (https://www.youtube.com/watch?v=nhiFx28e7JY&list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW&index=2), and since he is using a 3d model, ...
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66 views

Too many neighbors when pathfinding in Sparse Voxel Octree

Imagine we have upto 9 or so layers (that is depth), and due to some big colliding platform in the level, one of the empty nodes close to the root have all much smaller nodes as neighbors at one of ...
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I need help with my pathfinding algorithm

I am a student that is learning how to program and I started to develop my first platform game using C. However, I’m struggling with the pathfinding algorithm for the enemies. My levels are basically ...
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How to set up node data for Pathfinding algorithm in 2D platformer?

I've been doing a lot of research into the A* pathfinding algorithm and I'm trying to incorporate it into my program. This is not a game that I created so I have no control over the frames. However, I ...
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Apparently random execution time with GKGraph.findpath() method in Swift

I'm having a pathfinder class in a SpriteKit game that a I want to use to process every path request in the game. So I have my class stored in my SKScene and I access it from different parts of the ...
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How can I my homing missile avoid walls (2D)? [closed]

Okay, I have the homing missile implemented. It will follow the player, but I want it to avoid the walls. I tried out A* but I want to make my own. I need some help plzz.
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89 views

Make enemy follow player intelligently

I was trying to make a script to make my enemy follow my player intelligently (but not too much) and I want to know if there was a better way to do it (of course there is but I wanted to find a way ...
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How should I combine A* with steering?

I want to combine A* pathfinding with evasion, pursuit, and fleeing. For example, if I tell an agent to move to a position and avoid enemy agents on the way, it will create an A* path towards that ...
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How do I get the id of an object that created a point in a path?

I'm making a rollercoaster tycoon type game. As the title says, I need to get the id of an object that created a path point. These points are currently greated by the rail pieces. I need this because ...
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Character shakes when using raycast avoidance (libgdx)

https://github.com/libgdx/gdx-ai/blob/master/tests/src/com/badlogic/gdx/ai/tests/steer/box2d/tests/Box2dRaycastObstacleAvoidanceTest.java Literally, I copied the core avoidance code. But substituted ...
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Only initiate pathfinding when player is near [duplicate]

So I have made a code that allows pathfinding, with the help of astar. I followed brackeys tutorial on creating a pathfinding code, and manually (without the help of brackeys) added a code to only ...
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1answer
501 views

Is there a way to make the enemy start its pathfinding once the player is in a certain distance than the enemy

I am currently using A stars' pathfinding code here: https://arongranberg.com/astar/. So I didn't create any scripts, and used the scripts provided by astar. But the problem here is that even though ...
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2answers
63 views

Box collisions between vehicles in traffic pattern

I'm working on a traffic simulator. Right now, I have ways to manage 4-way stop intersections and a solution for efficiently determining which vehicles are colliding with one another. All vehicles ...
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103 views

Simple stupid funnel algorithm without visible points

In the simple stupid funnel algorithm we are searching for consecutive portals points, that are tightening the funnel (the angle between the current left and right point decreases). But what when ...
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Reducing the number of edges in a pathfinder

I've worked out an algorithm for pathfinding in a quite free-form terrain (not constrained to grids), with the limitation that it doesn't allow the moving character to rotate. I'll use it for AABBs so ...
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2answers
141 views

Pathfinding With Speed Based Turning Restrictions

I have been working on a path finding project and I’m a bit stuck at the moment. I have an object that can increase or decrease speed, but the faster it moves the larger it’s turn radius is - so a car ...
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Agent stuck with each other

As the title. I have stuck on this: When many agents have same destination, they will be stuck with each other. I want they find a new path as character in the picture a attached below How can i make ...
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63 views

How can I implement caching into my Rectangular Symmetry Reduction pathfinding algorithm?

I have a working implementation of Rectangular Symmetry Reduction (see here and here for more information on RSR). I'm interested in further improving performance over raw A* by implementing caching ...

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