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#ActualTehOwn

Posted 16 February 2012 - 09:45 AM

now back to the problem at hand.
See the cliff at the left top the cell covers the top and the wall of the cliff how should I handle that sort of thing besides making smaller cells.
I want the units to go up there if they need to. thanks.

If you want to deal with variable size pathfinding nodes then perhaps it's worth looking into using Quadtree nodes for pathfinding.

This isn't a completed algorithm (and it's not my video either) but this demonstrates the idea well:
http://www.youtube.com/watch?v=95aHGzzNCY8

This may or may not be helpful:
http://www.stanford....pen_terrain.pdf

Essentially, from the sounds of it, you're looking for pathfinding on a variable-size grid. If not, then I can think of only two other options. Place custom nodes manually or make the grid finer.

#2TehOwn

Posted 16 February 2012 - 09:45 AM

now back to the problem at hand.
See the cliff at the left top the cell covers the top and the wall of the cliff how should I handle that sort of thing besides making smaller cells.
I want the units to go up there if they need to. thanks.

If you want to deal with variable size pathfinding nodes then perhaps it's worth looking into using Quadtree nodes for pathfinding.

This isn't a completed algorithm (and it's not my video either but this demonstrates the idea well:
http://www.youtube.com/watch?v=95aHGzzNCY8

This may or may not be helpful:
http://www.stanford....pen_terrain.pdf

Essentially, from the sounds of it, you're looking for pathfinding on a variable-size grid. If not, then I can think of only two other options. Place custom nodes manually or make the grid finer.

#1TehOwn

Posted 16 February 2012 - 09:44 AM

now back to the problem at hand.
See the cliff at the left top the cell covers the top and the wall of the cliff how should I handle that sort of thing besides making smaller cells.
I want the units to go up there if they need to. thanks.

If you want to deal with variable size pathfinding nodes then perhaps it's worth looking into using Quadtree nodes for pathfinding.

This isn't a completed algorithm but this demonstrates the idea well:


This may or may not be helpful:
http://www.stanford.edu/~smenon/professional_files/publications/pathfinding_in_open_terrain.pdf

Essentially, from the sounds of it, you're looking for pathfinding on a variable-size grid. If not, then I can think of only two other options. Place custom nodes manually or make the grid finer.

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