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

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Path finding: avoid being surrounded by enemies

I'm building a bot that plays a simplified version of Pac-Man. The bot does a pretty good job, but sometimes it chooses a path where it ends up surrounded by enemies. Here is an example: ...
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2answers
64 views

Pathfinding in Isometric Phaser with Tunnels

I want to create a 2D isometric game. Currently I'm looking and testing Phaser game engine with isometric plugin. Almost everything at the moment looks possible except few things. I will create a ...
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4answers
106 views

How can I “smoothen” my path-finding on a map with big tiles?

I've just implemented A* in my "game", but as I finished it this came to my mind: This is fine for a turn based game, but it would be really annoying for a real-time one. For example look at the ...
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1answer
98 views

Tile Based A* Pathfinding, but with a bomb

I've written a simple A* path finding algorithm to quickly find a way through a tile based dungeon in which the tiles contain the information of walls. An example of a dungeon (only 1 path for ...
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1answer
40 views

Pathfinding with multiple actors moving in sync

I am trying to implement a path-finding routine involving the following: Multiple agents Multiple Goals Obstacles Both agents move in sync, i.e. they both move in the same direction unless one is ...
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133 views

A* algorithm works silly with heap

I'm trying to use A* and visualised it, but when i add a heap optimization it start looking in incredeble ways sometimes normal(better then next to be sure), somtimes he looks on few columns. Normal ...
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2answers
83 views

HPA* Pathfinding, building the hierarchical graph is too slow

So I have a graph, roughly grid shaped, that is about 300*300 nodes large. Even at this size, however, traditional a star takes 20 seconds to run in some cases. So I implemented an HPA* algorithm to ...
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83 views

Why is my A* algorithm slow?

I made an A* algorithm, but running it is unbearably slow, even on a 40 x 40 test arena with few obstacles. I've tried changing the unexplored array to exclude nodes in the open list, and although it ...
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156 views

Can A* path finding cost functions allow for path following shapes?

Recently I begun developing a game prototype which could create procedural generated dungeons using a collection of room types. To ensure the hallway paths between these rooms would always be ...
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47 views

Is A* suitable for this particular case?

I have a 2D map of nodes a train could travel. They are not in a grid. The node positions are placed by a designer and exported to a JSON file which the game loads to display the node positions on the ...
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0answers
25 views

Agent avoidance in 3D

I am currently trying to find some alogorithm for agent avoidance in 3D (or for simplicity, 2.5D could be enough). So far, I have been using variation of RVO - "Reciprocal Collision Avoidance" (C++ ...
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2answers
59 views

Make Enemies Walk Next to the Player

I know the A* algorithm but if I have a long range (firing) enemy 20 metres away in 2D-land and I want it be about 3 metres away from its target (aka the player). Is there an algorithm for choosing ...
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1answer
67 views

Unity Navigation & Pathfinding and A star algorithm

I just tried to follow a tough tutorial about A* path finding in Unity C#. I have also tried Unity own Navigation & Pathfinding system which is actually quite easy to understand and implement. I ...
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1answer
120 views

How to find the nearest object from another, in a non tile based game where obstacles are present?

The nearest object means the path from the initial position to this object is shorter than the path from initial position to any other object. The path is the smallest number of pixels this object ...
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2answers
67 views

A* movement implementation not working properly

I'm working on a RTS project and I'd like to use the A* Project by Aron Granberg to navigate around obstacles, etc. The problem is that the correct path is displayed in the scene, but the unit just ...
4
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0answers
84 views

Path finding. How to find a safe path for an AI snake?

I have been working on this project on and off! The project involves a game in which a player can compete with a snake ai to get the most apples. The current path finding technique i use (A* ...
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1answer
110 views

Finding N shortest paths

I know about several of path-finding algorithms that exist: depth-first search, Dijkstra's algorithm, A* etc. Now I would like an algorithm that gives me the N paths with lowest cost. Can this be ...
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34 views

Find required entities to accomplish specific task in shortest time

I have a grid like map with entities that can perform turn-based actions like moving or growing strength. When I have a task that requires a certain strength, I want to find the entities required to ...
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1answer
117 views

Voxel river flow simulation

I am making a Voxel game and I'd like to add rivers that can be redirected. So I thought that if a player replaces a river block or digs up a block next to a river block the river would repath itself ...
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2answers
125 views

Pathfinding in non-quantized space?

Pretty much whenever anyone thinks about pathfinding, they think about algorithms like A* and DFS - graph search algorithms, which also just so happen to work as pathfinding algorithms when you ...
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2answers
119 views

Strategies for using Dijkstra's Algorithm on “larger” (4096+ node) graphs (tower defense)

I am using Dijkstra's for pathfinding in my 2d game, my game is similiar in style to a tower defense game which has waves of monsters trying to reach a goal. I am currently building the paths while ...
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1answer
72 views

Pathfinding: grid based map of irregular numbered tiles to mark connections

Given this map: The floor tiles are separated from the rest (its a map made in Tiled in separate layers) and as you can see, the id numbers are not in sequence. ¿How I would go about making ...
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0answers
41 views

How to convert an octree to a 3D array

I have an octree that I'm planning to use for 3D pathfinding. My plan was to break down the world such that all the leaf nodes of the tree would be of equal dimensions that would create a nice grid ...
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2answers
71 views

Make a cell's content 'listens' to another cell (the closest cells)

I'm a newbie in programming and in java and I need some lights and help.I'm developing a game in which two players have to play with tokens (say red and blue) by placing them in cells (75x75 grid). ...
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41 views

Basic Theta Star Pathfinding Implementation Question

My goal is to implement any angle pathfinding in a 2D sprite based game. The levels are based on 2d square grids with a top down perspective (retro RPG theme), although units can move freely at any ...
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78 views

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
93 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
32 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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238 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
27 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
72 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
47 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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1answer
214 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
67 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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1answer
123 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
177 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
106 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
80 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
147 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
276 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
98 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
296 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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0answers
104 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
195 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
76 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
68 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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117 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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125 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
76 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
100 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. ...