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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21 views

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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16 views

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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Pathfinding to one of multiple points [duplicate]

In my journey to building tactical RPG (Fire Emblem, Shadowrun) AI, I've hit a bit of a snag. Thus far I am managing my pathfinding through a slightly customised implementation of A* point-to-point, ...
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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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49 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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55 views

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
113 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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49 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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16 views

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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34 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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41 views

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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33 views

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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71 views

How can I my homing missile avoid walls (2D)?

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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58 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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89 views

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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33 views

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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33 views

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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12 views

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
129 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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1answer
50 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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47 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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45 views

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
102 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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50 views

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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52 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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107 views

Navigation Mesh, Chunks and Funnel Algorithm

I am building a little RTS-like game as a side project and I am currently working on pathfinding. My approach to pathfinding is heavily inspired by things I saw in the Starcraft II map editor, which ...
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2answers
93 views

How can I improve the performance of my A* pathfinding code?

I'm currently working on implementing A* pathfinding into a little project of mine. My ideal goal is that my game should be able to handle about 1000+ objects without any noticable impact on ...
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2answers
86 views

Correct way to handle A* no pathing?

I'm developing a little game for fun and I wrote a pathfinding system based on the A* algorithm. What is the best or correct way to deal with unavailable paths? A* by default will go through every ...
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39 views

Python path finding

Im making a dungeon crawler in python, and I want to make it so that a certain enemy (only 1) will chase you through the dungeon the map is stored like this: [ ['0','0', '0'], ['0','0', '0'] ] ...
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63 views

Improve the algorithm A *?

Hello, I have a question about algorithm A * ! S : Start. D : Destination. W : Wall. My hero goes from S and the destination is D, W is the walls, my hero can't go in there. If I use the algorithm ...
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How to find edges along calculated path in a navigation mesh

I have a navigation mesh consisting of triangles. I'm using the center of each triangle as a node for a pathfinding algorithm (A*). I would like to do path straightening with Simple Stupid Funnel ...
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69 views

3D A* Pathfinding Algorithm Help

I want to make a 2D turn-based-strategy board game, so I'll need to give my game some pathfinding logic so that units know how to move from place to place. However, I want my levels to have multiple ...
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31 views

Node representations in a navigation mesh

There are different ways to represent nodes in a navigation mesh. It's either along triangle centroid, along triangle vertices or along edge midpoints. As I understand if you choose triangle centroid ...
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126 views

Handling multiple agents in astar pathing

When working with grid based path finding in how do you normally handle different agent types? In the game I am working on I have a regular agent, and one that occupies 2 cells on the grid, and one ...
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43 views

Having difficulty integrating flow field with flocking algorithm

I have been tweaking my path-finding in my game for a while now, and it's mostly functional, but there are some major issues that are holding me up. I have a flocking algorithm implemented to help ...
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67 views

RTS Pathfinding without collision between units Options

Ever since I made my units move to a certain location a problem has popped up that of course if I try to make two or more units go to the same place they fight for the same spot. Am I just being ...
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54 views

Most efficient way to recalculate enemy A* path on the fly?

I'm working on implementing a more robust pathfinding algorithm for the enemies in my top-down shooter game, and I have the A* algorithm working, but now I need to decide when to calculate the path. ...
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29 views

D* lite optimized: what is wrong in my implementation of Search() function?

I'm trying to implement the D*-Lite pathfinding algorithm, as described in the 2002 article by Koenig and Likhachev for grid-based navgraph. But I stuck with problem. My ComputeShortestPath (in my ...
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20 views

Smoothing long paths with splines

What is the best way to smooth a long path with splines? I first implemented a Bezier curve but then realised that I would have to join a lot of them. I used A* on a weighted grid so I can't use ...
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99 views

Higher order splines for use with pathfinding

In this page, Amit explains that splines can be used to achieve movement on a found path. In the picture below, he explains that: The blue paths use splines, with dark blue being low order ...
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94 views

How can I get a straight path using A*?

How to change A* work so that the path is more like a straight Euclidean distance? I read that you need to break some nodes, but how to implement this? I need heuristic like this: Is such a ...
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29 views

Which algorithm for controlling cars on a race track? [duplicate]

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 ...
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960 views

How to fix cutting corner problem in A-star pathfinding

So this is a problem when doing diagonal jumps (checking diagonal neighbor nodes). In 2d it can be prevented by doing some checks, like if up and right is blocked, don't take up-right neighbor for ...
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Find out remaining distance before utilizing SetPath()

I am currently trying to find out the remaining distance of an object to the target point where I click at. However, CalculatePath() will only have a remaining ...
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32 views

How to check in Unity whether tile B can be reached in a straight line from tile A?

I'm currently trying to smooth out my A* paths based on this article. This is what I want to achieve: But sadly I'm stuck at implementing the Walkable method. I ...
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439 views

Unity Raycast not detecting layers

I am having problems with layers detection using raycasts. Context: I created a grid to use in a pathfinding algorithm on a 2D plane. I want to implement now different weights according to the layer ...

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