Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.

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What is the best way to generate a non-grid, rail-like path from prebuilt pieces?

I'm trying to procedurally generate a path from prebuilt pieces, like one would from a train set (straight piece, 45° turn, 90° turn, etc.). Generating the path randomly is simple enough but I'm ...
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1answer
43 views

How to create a path-finder for a map like this?

I'm not sure if this is considered grid-based, because as you can see there is also a line. And that line is also a non-walkable point, I have no idea how do I create a path-finder with a non-grid-...
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2answers
20 views

Picking cells which form a completed line between to 2d grid cells

I'm using Bresenham's line algorithm to calculate a "line" of cells between a start and end point on a 2D tile grid. However, I'm using this during terrain generation to create a visible pathway, ...
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48 views

Path finding algorithm for (x,y) coordinates in c++

I am trying to code a path finding function in c++ . It should work like that, you supply the start point (x1,y1) and the end point(x2,y2) and it returns a list of points for the shortest path. ...
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1answer
19 views

How does Hierarchical Pathfinding deal with obstructions in the same chunk?

Aigamedev.com provides this visualization of HPA*: All the nodes within the same chunk connect to each other. What if there was an obstruction between nodes in the same chunk? For example: What ...
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1answer
63 views

2d grid for 3D game

I have a 3D game dungeon crawler game. It's procedurally generated. I have a bunch of prefab rooms that are used to put together this dungeon. When not in combat the player uses a navmesh to move ...
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2answers
37 views

Board Game Pathfinding - Finding optimum valid path with limited path distance?

I'm building the very earliest stages of piece movement in a digital board game I'm planning to make. It's a browser based javascript system. Basically the players roll to move and need to traverse ...
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169 views

Reconciling Flocking and A* (Theory)

For my RTS game I have got A* pathfinding working, and that's fine. Basic collision detection exists too. When a unit is moving it checks if the position it will occupy next move is a node occupied ...
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2answers
52 views

Given a grid system where some coordinates are marked as impassable, how to find natural-looking car driving path between two locations?

I can compute an A* path, but I get only cardinal directions from that. A 45˚ path would look like "up 1 left 1 up 1 left 1 up 1 left 1..." My specific question is, given a grid with a pathing ...
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76 views

How to make Djikstra algorithm remember path?

I understand how dijkstra algorithm works but I don't know how I should figure out path. How can I get nodes that are on the shortest path?
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1answer
74 views

How to implement a A star pathfinding in 3D world on Irrlicht

I am developing a little game. I need an A star path-finding algorithm for enemies who follow the player. I have already learned and tested a path-finding algorithm, but it works with fixed-size array....
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2answers
69 views

How to calculate area to fill in this Snake/Qix game variant?

I have a game which is a Snake/Qix variant. The player controls a line which is moving on an island. Player has possibility to leave the island in order to connect that island to itself. Once the ...
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2answers
70 views

Grid Pathfinding with known points

What is the best way to, in a grid, to find a path (not necessarily shortest) from a start point to an end point (for both of which the coordinates are known)? The grid is approximately 60x60, and ...
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2answers
134 views

when to do A* pathfinding?

I'm trying to build my first game, a really simple RTS like Age of Empires but I have a question about pathfinding. When do this kind of games usually do pathfinding? I've read some games do a ...
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1answer
94 views

JavaFX snake game AI

I am trying to add an AI simulated snake to my snake game that a player can play against. So far I think I do get the concept of how to do certain things but snake should be able to find the nearest ...
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1answer
59 views

Shared data in multithreaded pathfinding engine

Imagine a case where you have lots agents in a big world, who frequently need to calculate the shortest/best path from A to B. In this case it seems natural for me to create a pathfinding engine where ...
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1answer
97 views

NavMesh.CalculatePath returns invalid path Unity3D

I am trying to get coordinates for path from source to destination object using NavMesh. NavMesh.CalculatePath() is only working for one level surprisingly. For all others, it returns false. Also ...
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46 views

How to go about implementing pathfinding in Unity with Tiled2Unity map prefabs?

I have created a map using Tiled application and have added collision boxes and used Tiled2Unity to import the map to Unity. The collisions are working with key inputs. I want to implement ...
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1answer
158 views

Does A* actually find the shortest path?

It's said A* guarantees to find the shortest path but I think for certain paths with certain obstacles it won't find the nearest path. My example below is marked (with pink and blue lines) for what I ...
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1answer
58 views

How to get connect tiles in hexagonal Grid system

I've been developing a game where a number of tiles can drag into a hexagonal gird background. But some purpose i need to find the location of same tiles into a array and marge them. Data Layer ...
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0answers
32 views

View the path a AI is walking along in Unreal Engine 4

I'm using unreal engine 4.12.4 and I want to be able to see the path that an actor will use when i trigger "Simple Move To Location" and i want to see the path as a line in game for testing.
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88 views

How to implement A* pathfinding for enemies to follow player

The enemies in my game are supposed to follow the player in order to cause damage to it. Right now I have it where the enemy just goes in the direction that will bring it closer to the player, and ...
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66 views

UE4 Navmesh precision

I'm trying to make my very tiny man pathfind his way through a map of a school but the navmash won't recognize some of the hallways cause they are very narrow like this. So as you can see the man ...
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1answer
60 views

Multilevel 2D grid graph and A*

I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill. ...
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1answer
80 views

What's an optimal procedure to create a connected cyclic grid of nodes and edges for A* pathfinding

like the title says, I'm trying to create a grid of nodes that hold edges or connections to each other so I can perform A* algorithm to have objects traverse across them as seen in your standard RTS. ...
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2answers
97 views

Using my pathfinding more efficiently

I'm making a roguelike in C# with the Roguesharp libraries, in which the map can be as large as 200x200 cells. When I have an entity requiring pathfinding, I am using Roguesharp's built in pathfinding ...
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118 views

Object outlining

I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
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1answer
91 views

How to avoid 2d enemy using trigonometry?

I'm making a game in Javascript & HTML5. I have a "bullet" (let's call it so) that needs to reach the enemy (at fixed position) and that need to avoid the enemy's "bullet". To make the bullet ...
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2answers
296 views

GameMaker : how can i get the instance ID of multiple instance in a radius?

GameMaker and coding noob here, need help on something maybe trivial for some of you. I'm working on the map part of a game. I have a map with spots on it, each spot is an instance of the same object....
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48 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
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0answers
57 views

How can I make cars drive navigate an intersection without colliding?

I'm trying to create a 2D game with a traffic intersection: My car game-objects need to pass through the intersection without colliding with each other, and without stopping, if possible. How can ...
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3answers
241 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
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1answer
125 views

Doubts on player movement strategy

What I want to achieve is the player moving to the touched position on a 2D grid-based game, stopping at the last reachable spot if the target position is unreachable. What is the strategy usually ...
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2answers
70 views

How do I handle objects with a width and height in grid-based pathfinding?

I'm using the Jumper library for Love2D to do grid-based pathfinding, which worked fine until I wanted to make larger enemies (with larger collision boxes). How do i do that? My initial idea was to ...
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1answer
56 views

Circular fighter motion algorithm

Is there an algorithm to make ships take semi-circular patterns? I need something like the below image: Big Blue- Command Ship Small blues - fighters Red lines - path of movement I want the ...
3
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1answer
87 views

Locust Swarm algorithm for path finding (devour and move on)

I need to model a locust swarm that devour food stacks and move on to next stacks. I searched for articles and found few articles. These papers is about optimization applications but I want to convert ...
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4answers
697 views

Why is my A* Pathfinding incredibly slow?

I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk. My grid is only 64*64. This is my code: #include "AStar.h" #include "Node.h" #include "...
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2answers
181 views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
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1answer
113 views

Pathfinding to unknown destination point

Usually you need path finding algorithms to find one or the best path between two points. Do you know if path finding algorithm where you don't know the destination point exists? I have a graph made ...
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2answers
44 views

Movement looks funny If player takes up multiple tiles in tile-based game

So here is my problem: Start = +++ +++ +++ End = --- --- --- Player = *** *** *** +++000000000000 +++000000000000 +++000000000000 000000000000000 ...
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39 views

How do I turn a vector map into a nav mesh?

I have the following path finding problem: I have a map that is described as a set of polygons that are traversable and need to somehow write path finding for the system. The current data is that the ...
0
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1answer
33 views

Following waypoints, condition is never fulfilled

Given a 2D-grid which is defined like below and is used to draw a grid consisting of cells: int[,] grid; //filled with 0 (blocked) and 1 (walkable); I also have a A*-algorithm implemented which ...
2
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1answer
206 views

How can I adapt A* pathfinding to work with platformers?

I have an A* implementation that works in "top down" situations where gravity is not taken into account for pathfinding. But, I am looking to modify to work in a 2d platformer situation. I am using ...
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1answer
100 views

Should I use the pathfinding client side or server side? [closed]

I'm developping a game where the user can walk in a room (with the others players). There are some obstacles that blocks the user. I'm using a Javascript pathfinding library to find where the user can ...
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2answers
115 views

Dijkstra's Algorithm - Infinite loop

While running Dijkstra's Algorithm to assign a direction to every tile and when an object land on the tile, follow the direction to a goal. I encountered an infinite loop (or I think it is). The ...
0
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1answer
108 views

An algorithm for forming unit groups

Currently in my game engine when a user selects a large number of units and commands them to a target each unit finds its own path using Jump Point Search. The performance of this is generally OK. ...
2
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1answer
105 views

Forward A-star pathfinding vs Reverse A-star pathfinding

Under what condition does doing Forward path finding or Reverse pathfinding get better result? Most tutorials for open grid tower defence games says to pathfind from the Goal to the monster. Why is it ...
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1answer
1k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one ...
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2answers
1k views

Is it possible to use nav-mesh in 2d game in Unity?

I'm working on game that needs navigation and obstacle avoidance. I've used nav-mesh on 3d project before but now I'm trying to use it in 2d sprite game but it seems like it doesn't work. I want to ...
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0answers
43 views

HPA* on weighed (non-uniform) 2D grid maps

I'm researching pathfinding algorithms on the 2D grid maps in regard to their performance/memory consumtion. I'm particulary interested in the weighed maps as something much close to the reality than ...