Tagged Questions
Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
0
votes
1answer
33 views
Copying section of map array
I'm experimenting a bit with pathfinding. I'm using Javascript.
I have a map array as follows:
mapArray = [
[0, 0, 0, 1, 1, 0],
[1, 0, 0, 1, 0, 0],
[0, 1, 0, ...
10
votes
1answer
220 views
Is precomputed pathfinding still relevant?
Context
Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique.
Step 1
The floor in each room was divided into ...
4
votes
3answers
139 views
How do you do AI path following within a 2d physics engine like farseer/box2d?
I'm in the process of moving a 2d top down game I've been working on into a proper rigid body physics engine like Farseer. Up until now, I had just hacked together my own physics code where needed.
...
7
votes
1answer
243 views
A* navigational mesh path finding
So I've been making this top down 2D java game in this framework called Greenfoot and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world ...
2
votes
5answers
138 views
Pathfinding in multi goal, multi agent environment
I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o).
. . . a o . . .
. . . . o . g .
. a . . . . . .
. . . . o . . .
. o o ...
1
vote
3answers
126 views
Best way to implement mouse-based movement in MMOG
I want to design an MMO where players click the destination they want to walk to
with their mouse and the character moves there, similar to Runescape in this manner.
I think it should be easier than ...
0
votes
1answer
99 views
Good baseline size for an A* Search grid?
I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them ...
2
votes
4answers
141 views
Path tables or real time searching for AI?
What is the more common practice in commercial games; path lookup tables or real time searches?
I've read that in many games path lookup tables are pre-calculated and baked into each map, so to ...
1
vote
0answers
161 views
Stuck with A* implementation
I have implemented some A* code in C# using this JavaScript code.
My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks ...
3
votes
3answers
179 views
Tool for creating complex paths?
I want to create some fairly complex 2d predefined paths for my AI sprites to follow.
I'll need to use curves, splines etc to get the effect I want.
Is there a drawing tool out there that will allow ...
9
votes
4answers
227 views
How do I get AI Agents to move along a curve?
Currently my very basic AI framework has agents that move along a a jagged path made up of a series of points.
They do this by simply moving their position from one point to the next. When they ...
2
votes
1answer
62 views
Dynamically creating astar node map by triangular polygonal map
My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles ...
0
votes
1answer
157 views
Basic A star implementation tutorial [closed]
Possible Duplicate:
Pseudo-code examples of A*?
Hey guys Iam making a TD game and now I am stucked in implementing A star algo. I know there are many 3d party softwares but they are ...
2
votes
3answers
253 views
Pseudo-code examples of A*?
I'm looking for pseudo-code examples of the A* pathfinding algorithm that actually works. I tried plenty of different ones where it's not really clear how to implement them at all times. Keep in mind ...
4
votes
2answers
220 views
Which pathfinding algorithm should I use for multiple enemies and tower placement?
I am new to game development and I am developing my first "Tower Defense"-type game.
I need a pathfinding algorithm to place my towers and to move enemies.
For tower placement case: I want the ...