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A Star Search Algorithm in a Java game as an example!


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#1 TheSituation   Members   -  Reputation: 94

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Posted 26 February 2014 - 05:56 PM

Hi!

 

I am looking for an example Java project which uses AStarSearch preferrably on a tile / grid based 2d game so I can use it as a basis for understanding the implementation of A Star Search.

 

I know there are sources online explaining how to implement A* in java but these are standalone examples and I am finding incorporating A* into my work rather difficult.

 

Hopefully somebody can share a project I can use as an example.



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#2 ferrous   Members   -  Reputation: 1998

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Posted 26 February 2014 - 08:30 PM

Hi!

 

I am looking for an example Java project which uses AStarSearch preferrably on a tile / grid based 2d game so I can use it as a basis for understanding the implementation of A Star Search.

 

I know there are sources online explaining how to implement A* in java but these are standalone examples and I am finding incorporating A* into my work rather difficult.

 

Hopefully somebody can share a project I can use as an example.

 

A* isn't overly complex, what is making it difficult to incorporate?



#3 TheSituation   Members   -  Reputation: 94

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Posted 27 February 2014 - 02:25 AM

My confusion is where do I create my original list of Nodes....I am using this tutorial : https://code.google.com/p/a-star-java/source/browse/AStar/src/aStar/AStar.java?r=7 But I am unsure where I create my AStarNode list for the WorldMap object seeing this integrated into practice would absolutely help.


Edited by TheSituation, 27 February 2014 - 02:29 AM.


#4 KnolanCross   Members   -  Reputation: 1289

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Posted 27 February 2014 - 08:20 AM

When I coded mine, I used this one as a guide:

 

http://www.policyalmanac.org/games/aStarTutorial.htm

 

Shameless propaganda:

 

In my blog there is an example in C (uses a linked list as OpenList, which is not fast, better use a heap instead, but can be useful):

http://16bitsflag.blogspot.com.br/2012/09/a-implementation-for-grids-in-c.html

 

To integrate with your world, you probably will need to create a isWalkable method, that, given a grid coord it tells you if that cell is walkable or not. This should be enough if you don't need a weight based pathfinding (in other words, walking on any cell is as hard as walking in any other).


Edited by KnolanCross, 27 February 2014 - 08:23 AM.

Currently working on a scene editor for ORX (http://orx-project.org), using kivy (http://kivy.org).


#5 TheSituation   Members   -  Reputation: 94

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Posted 27 February 2014 - 06:18 PM

Wow what a well written considerate article - many thanks really enjoyed reading it. Now to puzzle over moving it into Java!






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