#1 GDNet+ - Reputation: 157
Posted 26 January 2012 - 05:39 AM
im creating a dead simple 2D game. the game consists of a grid that is15x11. each entity takes up 1 square on the grid. The AI for one particular type of enemy should find a path to the player and move to him. each square in the grid is either open or the enemy to pass through or its not. Enemies pass through each other so they can ignore each others existance.
What method would i use to implement this path finding? simplicity over performance. its a tiny game world after all.
Blood Tactics - Online first person shooter. Play Blood Tactics right now using this Direct Play Link
Frost TD - 3D tower defence game.
Spheres of Madness - 2D puzzle game.
Essence - Online Go (boardgame).
Desent - 2D top down shooter.
#2 Moderators - Reputation: 1247
Posted 26 January 2012 - 09:00 PM
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
#3 GDNet+ - Reputation: 157
Posted 27 January 2012 - 02:05 AM
Blood Tactics - Online first person shooter. Play Blood Tactics right now using this Direct Play Link
Frost TD - 3D tower defence game.
Spheres of Madness - 2D puzzle game.
Essence - Online Go (boardgame).
Desent - 2D top down shooter.
#6 Moderators - Reputation: 1247
Posted 27 January 2012 - 08:36 AM
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
#7 Members - Reputation: 133
Posted 27 January 2012 - 02:41 PM
But then again, A* can do a lot more once you get the hang of it.
Current Project: TechnoFlux read all about it on my
#8 Members - Reputation: 128
Posted 27 January 2012 - 06:43 PM
I haven't used it because I haven't figured out which way I'm going with the map yet(generated tiles vs single image, top down vs isometric[in an html5 game]). Currently I just run around on a background image and use tangent/sin/cosine to move objects on layers above while sliding the bg sprite images based on the sin/cos the object is moving...
#9 Members - Reputation: 148
Posted 28 January 2012 - 11:43 AM
i find this to be the absolute best article for learning A*.
@menyo, A* is not very advanced imo, and from the sound of what he's making, it'd be absolutly perfect for his needs, also, your method sounds like A* without a heuristic, and every tile has an equal movement cost(regardless if diagonal or not.).
#10 GDNet+ - Reputation: 157
Posted 29 January 2012 - 01:16 AM
Blood Tactics - Online first person shooter. Play Blood Tactics right now using this Direct Play Link
Frost TD - 3D tower defence game.
Spheres of Madness - 2D puzzle game.
Essence - Online Go (boardgame).
Desent - 2D top down shooter.


















