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ChrisG

A-Star path finding app

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This application allows you to load in a 2D map that has nodes marked, and then using A-Star path finding, find the most direct route between 2 nodes. You can watch as the A-Star algorithm searches for the best path. You can also create your own map to use. It's written in C++ using Borland Builder (all source files are included) The files can be downloaded from here Be sure to read the help when running the app and the instructions on the url to load in the demo map. I haven't been on Gamedev.net for awhile, I'm usually lurking over at GarageGames. Does anyone know if I can post this somewhere as a resource?

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Looks like portal preprocessing to generate the nodes.

You might want to add a few node points in the middle of the void areas to give better handling of some of the the wall-corner blocked endcases.

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The map and nodes where simply 'painted' in photoshop. I was planning on eventually using with this to test a variety of path finding situations such as firing behind cover and flanking etc which is why the nodes are grouped around wall corners.

I was also going to modify the a star algorithm to hierarchal a-star. The best pathways though buildings from entrance to entrance would already be determined and stored to save calculation time.

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Quote:
Original post by ChrisG
I haven't been on Gamedev.net for awhile, I'm usually lurking over at GarageGames. Does anyone know if I can post this somewhere as a resource?


AIGameDev has become quite a repository for stuff like this. Contact Alex over there and/or create an account on the now burgeoning forums.

(Before you get your knickers in a bunch, The Great Rhino and I have discussed how AIGameDev and GameDev.net can co-exist in this world quite nicely.)

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