16 replies to this topic
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#2 Members - Reputation: 1989
Posted 08 December 2006 - 09:12 PM
A* pathfinding has exactly nothing to do with DirectX.
I googled for "a star pathfinding" and the first result leads you to a very accurate description of the algorithm. If you know C++ to begin with, it is a quite simple task to write an implementation of your own.
I googled for "a star pathfinding" and the first result leads you to a very accurate description of the algorithm. If you know C++ to begin with, it is a quite simple task to write an implementation of your own.
Niko Suni
Software developer
Software developer
#3 Members - Reputation: 122
Posted 08 December 2006 - 09:45 PM
I specified DirectX because I googled for A* code & i found some source code which was either complete C code or a C++ code made using some library which I don't have. I am working on building my own code. Hopefully I`ll finish it soon, but I need a working code for reference.
#4 Members - Reputation: 1518
Posted 08 December 2006 - 11:49 PM
As Nik02 pointed out - searching and pathfinding algorithms such as A* are independent of a multimedia technology such as DirectX. Or, more specifically, there is nothing in the DirectX suite that is directly related to A* implementations therefore this thread is better served by another forum - I'm moving this to AI [smile].
Also, I strongly suggest that you do some more research into example code - path finding is a very thoroughly covered subject. There are a huge number of books devoted to the subject and I've got several gaming-specific books on my shelf that discuss A* and related topics.
Cheers,
Jack
Also, I strongly suggest that you do some more research into example code - path finding is a very thoroughly covered subject. There are a huge number of books devoted to the subject and I've got several gaming-specific books on my shelf that discuss A* and related topics.
Cheers,
Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>
#5 Members - Reputation: 232
Posted 08 December 2006 - 11:52 PM
Quote:
Original post by Altaf
I am working on building my own code. Hopefully I`ll finish it soon, but I need a working code for reference.
You can check out this link. It has binary and source code (chapter5 is about path finding).
I find "Programming Game AI by Example" to be a pretty good book, and I would recommend you to buy it if you want to learn further AI techniques.
Cheers
StratBoy61
#7 Members - Reputation: 336
Posted 09 December 2006 - 05:58 PM
Quote:
Original post by StratBoy61 Quote:
Original post by Altaf
I am working on building my own code. Hopefully I`ll finish it soon, but I need a working code for reference.
You can check out this link. It has binary and source code (chapter5 is about path finding).
I find "Programming Game AI by Example" to be a pretty good book, and I would recommend you to buy it if you want to learn further AI techniques.
Cheers
StratBoy61
Amazing that they have all that soutce online ....
This one also looks like it has A* source code
http://www.wordware.com/files/games/
#11 Members - Reputation: 199
Posted 14 December 2006 - 08:53 AM
Hi,
I was trying to work out the A* alghoritm not too long ago myself.
Please check this thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=420517
At my last post I attached something I invented that day. It's far from perfect as it lacks saving final path, 'no path vavailable' check, no boundaries check etc. but it is working fine.
Hope that helps a bit
I was trying to work out the A* alghoritm not too long ago myself.
Please check this thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=420517
At my last post I attached something I invented that day. It's far from perfect as it lacks saving final path, 'no path vavailable' check, no boundaries check etc. but it is working fine.
Hope that helps a bit
#12 Members - Reputation: 1258
Posted 14 December 2006 - 09:08 AM
Quote:
Original post by Altaf
Thanks a lot guys....
They did actually give you quite a bit of help, you know. Programming is not about copy-pasting tutorials and piecing a game together. It's about understanding algorithms and being able to code them yourself. You've gotten to the point in your game (if you're looking for A* code) where you can't copy-paste tutorials anymore. Everything from this point forward is going to be writing code that works with your engine. So... read the algorithm descriptions and write it. It'll take you a few days, but it's really not that hard.
And as mentioned DirectX is zero-percent related to A*. DirectX is rendering. A* is game-logic. Game logic should never be dependant on rendering. i.e. you can write A* code for a game that uses DirectX and then switch the engine to openGL and not have to touch a single line of code in your A* code.
The format of the A* grid, for instance, is going to be dependent on how your level geometry works.
Anyway, did you have questions specifically about how the A* algorithm works? Are there parts you don't understand that are preventing you from coding it?
-me
#14 Members - Reputation: 148
Posted 15 December 2006 - 10:15 AM
Or your heuristic is not correct, if your heuristic is too high or too low you won't get the best results. If you always set your heuristic to 0, do you get the shortest path?
Try not to compute your heuristic, so that the A* formula F = G + H is F = G, that way your algorithm will become Djisktra's, it will search alot more nodes, but it should give you the shortest path. If it doesn't, check your parents, etc.. if you do get the shortest path.. make sure your heuristic is good.
Try not to compute your heuristic, so that the A* formula F = G + H is F = G, that way your algorithm will become Djisktra's, it will search alot more nodes, but it should give you the shortest path. If it doesn't, check your parents, etc.. if you do get the shortest path.. make sure your heuristic is good.
#15 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 30 December 2006 - 05:02 AM
http://www.cs.ualberta.ca/~games/pathfind/libpathfind/0.1.0/doc/index.html
This is exactly what you need. I use it and it's great!
This is exactly what you need. I use it and it's great!
#17 Members - Reputation: 99
Posted 15 April 2011 - 01:46 PM
Developing Games in Java by Laurence Vanhelswue will definitely help you getting to learn many AI techniques.
Also I will create a C++ version of A Star path finding on my site http://www.01fes.com/
Also I will create a C++ version of A Star path finding on my site http://www.01fes.com/
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