Tagged Questions
4
votes
2answers
179 views
How to create a thread in XNA for pathfinding?
I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this ...
0
votes
3answers
301 views
XNA RTS A* pathfinding issues
I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on ...
0
votes
0answers
193 views
a* path finding and movement (keeping the character central)
Now I've built games in xna so I think I'll be ok with the framework mono touch, but I've only ever worked on really simple games in xna so I need to ask a few questions that will help me get started:
...
4
votes
4answers
494 views
A* algorithm very slow
I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens ...
6
votes
2answers
527 views
Correct way to handle path-finding collision matrix
Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...
2
votes
2answers
656 views
A* pathfinding for an isometric map
I am making an isometric tower defense game in XNA and trying to implement the A* pathfinding algorithms for my enemy AI. I am quite new to programming, especially AI and pathfinding, so please excuse ...
-3
votes
1answer
290 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 ...
3
votes
2answers
410 views
How to create wrap-around pathfinding?
I've created a planet and obstacle grid and want to move units through this grid using A* or any other algorithm. The only problem is wrapping. I need a simple example of how to handle this unusual ...
7
votes
3answers
1k 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.
...
3
votes
3answers
423 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 ...
6
votes
1answer
530 views
Linking nodes algoritm for Visual Design
I'm developing an editor for my game, and now it's time to make a visual scripting system to let designer modify behaviours.
This video shows what i have done and the problem
to resolve the link ...
16
votes
7answers
798 views
Spawning units in a world made by Perlin noise?
There's some issues that I've come across in my Perlin noise-based game. Take a look at the attached screenshot below.
The white areas you see are walls, and the black areas are walkable. The ...
6
votes
5answers
2k views
Best pathfinding algorithm for a tower-defense game?
What do you suggest would be the best algorithm for a tower-defense game? It's a 2D based tile game, where there is walls and towers blocking the way, between spawnpoints and their destination points.
...