This is a specific subset of ai which deals with how an entity determines the proper route from point A to point B. In its simplest essence, it is the ability of an NPC to realize that there is a door next to them, rather than just ram head-first into the wall when trying to reach the next room. ...
0
votes
3answers
55 views
Logic to path finding checking
I'm a little stuck on the logic to how i use my path finder efficiently in my game.
This is basically how the game works:
Building generates goods "Factory" > AI transports goods to "Warehouse" ...
1
vote
3answers
70 views
Pathfinding for units of variable size
I'm using a grid map for a top-down RTS, and using a* for pathfinding. Specifically, I've found one implementation which is heavily optimised, and I've been using it for a while, but now I've realised ...
6
votes
2answers
110 views
How do I implement group formations in a 3D RTS?
I managed to get pathfinding work for a single unit, and I managed to avoid agent-agent collision, but now I need to be able to send a group of agents to some location.
This is my set-up so far:
...
2
votes
2answers
78 views
Pathfinding for a lot of units, mostly random movement
I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
-1
votes
1answer
214 views
Path finding algorithms?
I posted this question on stack overflow first, but I guess no one is very interested in video games there...
What are some path finding algorithms used in games of all types? (Of all types where ...
1
vote
2answers
69 views
Pathfollowing with acceleration - centripetal force
I'm implementing A* waypoint pathfinding with some twists.
One of the problems I'm encountering is because I do not change velocities of the agents directly but rather I do so through forces.
Which ...
2
votes
2answers
85 views
Grouping units in world space
I figure that I intend to generate, for group orders, one optimal path, and then use a flocking algorithm to "glue" the units together as they all follow this one optimal path. However, a naive ...
2
votes
2answers
126 views
Pointy top hexagonal A* pathfinding
I'm trying to create a game with a hex based map with the points at the top. I have most of it working, however the path finding is being a little awkward. The heuristic I'm using is called euclidian ...
-4
votes
1answer
101 views
c# xna move Image using two Vectors?
initially image placed (0,0)th position and where ever i touch that is end position.
Now i got Start Position(0,0) and End Position(200,200).
i want to move start to end vector using angle.
If ...
1
vote
1answer
114 views
3D RTS pathfinding
I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS
Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes.
...
9
votes
1answer
168 views
Efficient path-finding in free space
I've got a game situated in space, and I'd like to issue movement orders, which requires pathfinding. Now, it's my understanding that A* and such mostly apply to trees, and not empty space which does ...
3
votes
1answer
321 views
A* PathFinding Poor Performance
I'm getting poor performance in-game due to my path-finding algorithm. The farther I get from my NPC, the worse the framerate gets.
Ok, I updated my code and implemented the openList as a min-heap ...
3
votes
4answers
185 views
Smoothing found path on grid
I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is ...
0
votes
1answer
181 views
How do I make A* check all diagonal and orthogonal directions?
I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left.
Can ...
-1
votes
2answers
125 views
How to spawn a character at certain point and walk to a set point
I am making a game where I have a background image of a neighborhood. Each location has a different number of customers that are generated to walk on sidewalks. They all walk to a specific location ...