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Member Since 21 Mar 2009
Offline Last Active Jul 29 2012 04:30 AM

Topics I've Started

Steering behavior and grid AStar pathfinding

11 July 2012 - 12:04 AM

I want to make a RTS geme use steering behavior and grid astar pathfinding, but I don't know how to handle the wall avoidance. For example, path following behavior, how to avoid the wall? There are many blocked grids, they may be the wall.

Lockstep and pathfinding

09 July 2012 - 02:48 AM

We are making a RTS game that use lockstep, can we use a middleware for pathfinding(NavMesh)? How to integrate? Thanks!

time-slicing or multithreading for pathfinding?

01 July 2012 - 11:43 PM

Time-slicing and multithreading for A-star pathfinding, witch one is the best?

Agents with different radius on the same navmesh

11 May 2012 - 08:57 PM

In Starcraft2, dozens of units with different radius request pathfinding, if generate navmesh for each size of unit, the efficiency is not high.
I have read

Douglas Demyen's TRA* article http://skatgame.net/mburo/ps/thesis_demyen_2006.pdf

and this best way to shrink a navigation mesh to account for npc radius

Is there any solutions?

Does starcraft2 use navmesh A* or grid A* for pathfinding?

28 April 2012 - 01:27 AM

Does starcraft2 use navmesh A* or grid A* for pathfinding?