Does starcraft2 use navmesh A* or grid A* for pathfinding?
#2 Moderators - Reputation: 1862
Posted 28 April 2012 - 07:55 AM
If you want to see slides from James Anhalt's GDC presentation on SC2 pathfinding (and have some time to wait for a long PPT download), you can get them from here.
http://gameai.com/papers.php?a=23&t=&e=&y=
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#4 Members - Reputation: 127
Posted 30 April 2012 - 05:57 PM
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain. Thus SC2 uses both, A* and a Navmesh, and steering behaviour on top of that.
Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
Edited by Mihai Moldovan, 30 April 2012 - 05:59 PM.
#5 Moderator* - Reputation: 5363
Posted 30 April 2012 - 06:07 PM
His question makes perfect sense. He was wondering if A* was used on a *navmesh* or on a *grid*.Your question doesn't make sense.
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain.
Wow... Ok...Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
#6 Moderators - Reputation: 1862
Posted 30 April 2012 - 07:48 PM
Your question doesn't make sense.
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain. Thus SC2 uses both, A* and a Navmesh, and steering behaviour on top of that.
Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
You went 0-2 on this post.
1) Read the person's post before you bust out the snark.
2) You are knocking arguably one of the best game design teams in the history of ever.
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
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: 150
Posted 30 April 2012 - 09:50 PM
It uses a navmesh. Also please note that there is a bunch of steering code happening in there rather than simple A*.
If you want to see slides from James Anhalt's GDC presentation on SC2 pathfinding (and have some time to wait for a long PPT download), you can get them from here.
http://gameai.com/pa...p?a=23&t=&e=&y=
The ppt zip is broken, I cann't open it.
#8 Moderators - Reputation: 1862
Posted 01 May 2012 - 09:20 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
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!"
#9 Members - Reputation: 100
Posted 04 May 2012 - 01:15 AM
Could you sent me the "James Anhalt's GDC presentation on SC2 pathfinding", thank you very muchSigh. That's the one hosted on the GDC Vault site. Let me see if I have my own copy around here someplace.
email flin0529@gmail.com
#10 Moderators - Reputation: 1862
Posted 04 May 2012 - 07:04 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
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!"
#14 Members - Reputation: 150
Posted 08 May 2012 - 08:12 PM
I found that the buildings in SC2 are on grids, it seems like they combined both grid and navmesh?
I cannot open the zip too, could anybody help?
I guess, the navmesh is used for pathfinding, the grid is used for placing building, generating terrain, calculating neighbors in steering behavior
#15 Members - Reputation: 101
Posted 08 May 2012 - 09:44 PM
It's Delaunay algorithm isn't it? But my question's still: how to deal with agents in different sizes? The editor doesn't shows if it generated various layers for different size of agents.
Edited by Indakung, 08 May 2012 - 10:51 PM.
#16 Moderators - Reputation: 1862
Posted 08 May 2012 - 09:58 PM
I looked through my AI summit files from last year and didn't see a copy of James' slides. I will ask him if he has them sitting around.
To be honest, though, the slides aren't going to tell you much.
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
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!"






