Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
0
votes
0answers
11 views
Making the player walk on walls in box2d
I'm making a game in stencil where players walk form left to right along randomly generated walls. I cant use waypoints, since the walls' shapes and positions are unpredictable.
Here's a descriptive ...
0
votes
0answers
52 views
How to predict encounters between a ship and a body's sphere of influence in 2D
Long time listener, first time caller. I'm making a little hobby game in XNA, its about transport ships in space, analogous to container ships at sea. There are to be AI ships and player controlled ...
1
vote
1answer
42 views
How can i use triangle picking to determine the exact location of a triangle in world space coordinates?
Im trying to implement point and click movement in my game, but at the moment im stumped about how i can select parts of a mesh for the player to walk to.
So what ive done is ive got a navigational ...
8
votes
3answers
411 views
Algorithm to see if two voxels are interconnected
I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
-2
votes
0answers
40 views
Have object follow a predefined path [duplicate]
I found this Traffic Simulator, and was wondering how does the person who made that get the cars to go around the bend? I have been looking through the source code but can not find it. Does anyone ...
1
vote
1answer
81 views
Path-finding with obstacles that can be destroyed
There are several buildings on the map with size n * n, and a lot of tiles of obstacles that can be destroyed. Suppose I put one soldier on (x,y) of the map, the soldier can reach a building by ...
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0answers
45 views
problems with C# Port of Recast Detour Navigation Mesh for XNA, A* Pathing [closed]
Update 10/03
Ok, so i figured out the problem. C# is a funny old language..I changed
int navMeshCount = navMesh.GetPath(ref start, ref end, routePolys, navMeshRoute, false);
to
var ...
-2
votes
1answer
79 views
How can i use A star pathfinding algorithm in my 2D game developed in html5 [closed]
I am developimg a 2D game in html5 and i want to include A star algorithm for path finding in my game. So kindly help me by providing the A star algorithm and please explain how can I include that in ...
1
vote
2answers
137 views
How to make a gui button follow a path after a touch?
I would like a button in my gui menu to follow a specific path if we selected it, I am wondering how I could do it: if we touch the button, then it can only move on the specific path, it is an arc ...
5
votes
1answer
182 views
A* for non grid network
For my specific case, I am trying to find a path finding implementation similar to what described here.
I could see reference implementation for A* and HPA*, but I wonder how to extend A* to simple ...
2
votes
1answer
147 views
World-map navigation and path-finding
I'm designing a 2d RPG where you navigate on a overhead map. The terrain is mostly open with big parts of inaccessible terrain such as mountains and rivers. The player navigates short distances at a ...
5
votes
3answers
243 views
3D pathing finding with flying
Does anyone know of a (free or paid) solution that enables 3D path finding? Basically something like:
CalculateRoute(input_geometry, start_pos, end_pos, variance)
I found a good paper on the ...
2
votes
1answer
75 views
Pathfiding for groups of agents
How can we refine this path search method to make group movement more elegant? I'm trying to make a RTS-style game, using a 2d tiled gameworld. I have implemented an A* pathfinding algorithm which ...
0
votes
0answers
76 views
NavMeshAgent in Unity giving jerky performance
I am using NavMeshAgent in my Unity project to calculate and move my object to a particular location.
When I do:
navMeshAgent.destination = destinationPt
the object starts moving, but the motion ...
0
votes
1answer
53 views
make a character walk along a defined path(as much as possible)
What I want is a character walking along a path, which is defined as a sequence of waypoints. For example, a soldier patrol around a castle.
The problem is, I want the soldier to avoid (dynamic) ...
-2
votes
1answer
64 views
How to find which dirction to move in a 3D space [closed]
In my game you are controlling a person walking(X and Y) and they can:
Rotate view - -180 to +180
Move a direction - Forward, Backwards, Left, Right.
I want the Move to get closer to a goal ...
3
votes
2answers
108 views
Walk to nearest attackable range node
My game has 3D environment which is partitioned in 2d cells(nodes). I have implemented A* for path finding.
Now I am just breaking my head to how to implement the algorithm to move the hero to the ...
7
votes
2answers
197 views
How to handle entity path-finding and movement in a large networked world?
Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
4
votes
1answer
119 views
How to determine that nodes in Grid Graph are unreachable before applying pathfinding?
I would like to determine accessibility of nodes before applying pathfinding algorithm to Grid Graph.
I have a surface with nodes overlayed on it and I would like to somehow determine that nodes ...
-5
votes
4answers
301 views
A* mouse movement javascript top-down game
Im trying to implement a* path finding for my character movement in my game.
The game is written in javaScript along with jQuery in a canvas.
I have read up on A* so i believe i understand what it ...
13
votes
6answers
493 views
How to make my characters turn smoothy while walking on a path(list of coordinates)?
I have a list with coordinates - output from A* algorithm - and I would like to make my characters smoothly follow this path with rotations.
So I have something like A and I want to get C
How can ...
2
votes
2answers
183 views
Working with chunks of terrain
Let's take for example that in our game, we divide our world (1000x1000 tiles) into chunks of 100x100 tiles. Each chunk contains its own npcs, traps, players, items, whatever. Now, there comes to my ...
2
votes
4answers
379 views
Efficient path-finding on 2D tile-based multilevel map
It's a question I've been thinking about for some time... How do you effiently find a path on a 2D tile-based multilevel map? The map I use, for example, is 2048 on 2048 tiles wide. It has 14 levels ...
-2
votes
1answer
125 views
Why is there an infinite loop when constructing an A* Path
I BELIEVE (not 100% sure though) that I have created a working version of A* Search Algorithm. The issue I'm having with the algorithm is constructing the path. I'm trying to construct the path with ...
3
votes
3answers
120 views
Astar heuristics closing in on an answer before searching around to find nodes with lower movement costs
I am having some trouble with my A* path finding. everything works fine and the path is always found. However, my game is a open map space strategy game. There are no walls etc to navigate around. ...
6
votes
1answer
132 views
Complexity of defense AI
I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play ...
2
votes
1answer
95 views
Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?
I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture.
I have the pathfinder as a class - I think I will instantiate only ...
2
votes
1answer
142 views
Dynamic obstacles avoidance in navigation mesh system
I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
8
votes
1answer
168 views
Estimating costs in a GOAP system
I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the ...
0
votes
0answers
84 views
What's the best way to move cars along roads
I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, ...
0
votes
1answer
67 views
Detecting if an object is following a path
I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to ...
7
votes
2answers
398 views
Finding shortest path on a hexagonal grid
I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his ...
2
votes
2answers
109 views
Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?
Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the ...
1
vote
3answers
216 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 ...
32
votes
4answers
800 views
Pathfinding for fleeing
As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B.
But how do I calculate a path when an object is at ...
1
vote
2answers
186 views
Influence Maps for Pathfinding?
I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem.
I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall.
Within the maze ...
5
votes
1answer
94 views
trapped inside a Graph : Find paths along edges that do not cross any edges
This is a graph based platformer level and the round shapes are creatures.
I am looking for a path traveling along edges that does not cross other edges(To simulate the creature crawling on the ...
-4
votes
4answers
88 views
How to select a random node [closed]
I need to know if it is possible to select a random node or select a node itself because I'm doing a zombie AI and I need him to randomly move, and I wanted to know if it's possible to do it and how.
0
votes
0answers
318 views
Collision detection when pathfinding with pathnodes, UDK
I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes).
It's doing a swell job of going from point to point in a set order (although I would like for it ...
6
votes
2answers
267 views
Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?
I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough).
Now, in my game you ...
3
votes
1answer
153 views
How can I plot a radius of all reachable points with pathfinding for a Mob?
I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an ...
0
votes
0answers
99 views
Restricted pathfinding Area
So i'm triying to create a little "XCOM : Enemy Unknown" like game ,and using the Aron Granberg's
Pathfinding-Tool (free version) to handle the "click to move part.
i want to add a little trap system ...
5
votes
1answer
537 views
2D pathfinding - finding smooth paths
I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units ...
4
votes
2answers
408 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 ...
5
votes
2answers
250 views
How to create a curve from a set of points that passes through said points?
What is the best way to create a smooth curve path from a set of points? For example:
I've seen Bezier curves before, but those try to smooth out the path from the set of points, like this:
3
votes
3answers
165 views
Group arrival steering
I've got group movement implemented pretty much like this:
http://www.red3d.com/cwr/steer/CrowdPath.html
Basically, that's combining path following and separation. It works nicely as long as units ...
-1
votes
1answer
331 views
Javascript A* path finding ENEMY MOVEMENT in 3D environment [closed]
iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl.
iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the ...
2
votes
1answer
101 views
Is finding graph minors without single node pinch points possible?
Is it possible to robustly find all the graph minors within an arbitrary node graph where the pinch points are generally not single nodes? I have read some other posts on here about how to break up ...
0
votes
3answers
327 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 ...
7
votes
2answers
457 views
Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)
Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding?
I remember that the enemy could get trapped in bowl-like caverns which means there were ...