Tagged Questions
1
vote
3answers
120 views
Making an AI walk on a NavigationMesh (2D/Top-Down game)
For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
0
votes
1answer
80 views
How can I locate empty space next to polygon regions?
Let's say I have the following area in a top-down map:
The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a ...
4
votes
3answers
675 views
How can I generate a 2d navigation mesh in a dynamic environment at runtime?
So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid ...
4
votes
1answer
193 views
How does an AI determine the bearing to follow within a nav mesh?
I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
12
votes
1answer
2k 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 ...
16
votes
6answers
564 views
Making the AI take different paths to each other
I have a top down 2d game where the AI spawn at the edges of the map and run towards the center.
I'm using A* and a node mesh to do the pathfinding.
Right now, the AI spawn at a point on the edge of ...
8
votes
1answer
463 views
What are the disadvantages and/or limitations of navigation meshes?
I have a lot of materials on navigation meshes, what they are, their advantages over graphs made up of waypoints, etc. However, I haven't seen much information regarding the limitations and the ...