• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
xiongyouyi

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

15 posts in this topic

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.

[url="http://gameai.com/papers.php?a=23&t=&e=&y="]http://gameai.com/papers.php?a=23&t=&e=&y=[/url]
1

Share this post


Link to post
Share on other sites
Does the download work for anyone? I now downloaded it three times (two times on my windows machine and once on linux) but the zip seems to be broken :( .
0

Share this post


Link to post
Share on other sites
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. Edited by Mihai Moldovan
-2

Share this post


Link to post
Share on other sites
[quote name='Mihai Moldovan' timestamp='1335830268' post='4936236']
Your question doesn't make sense.

A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain.[/quote]
His question makes perfect sense. He was wondering if A* was used on a *navmesh* or on a *grid*.

[quote name='Mihai Moldovan' timestamp='1335830268' post='4936236']
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.
[/quote]
Wow... Ok...
0

Share this post


Link to post
Share on other sites
[quote name='Mihai Moldovan' timestamp='1335830268' post='4936236']
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.
[/quote]

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.
0

Share this post


Link to post
Share on other sites
[quote name='IADaveMark' timestamp='1335621320' post='4935583']
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.

[url="http://gameai.com/papers.php?a=23&t=&e=&y="]http://gameai.com/pa...p?a=23&t=&e=&y=[/url]
[/quote]

The ppt zip is broken, I cann't open it.
0

Share this post


Link to post
Share on other sites
[quote name='IADaveMark' timestamp='1335885611' post='4936442']
Sigh. That's the one hosted on the GDC Vault site. Let me see if I have my own copy around here someplace.
[/quote]
Could you sent me the "James Anhalt's GDC presentation on SC2 pathfinding", thank you very much[img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]
email [email="flin0529@gmail.com"]flin0529@gmail.com[/email]
0

Share this post


Link to post
Share on other sites
I'm also interested in the SC2 presentation if anyone has a valid link or copy.
0

Share this post


Link to post
Share on other sites
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? Edited by Indakung
0

Share this post


Link to post
Share on other sites
[quote name='Indakung' timestamp='1336491116' post='4938400']
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?
[/quote]

I guess, the navmesh is used for pathfinding, the grid is used for placing building, generating terrain, calculating neighbors in steering behavior
0

Share this post


Link to post
Share on other sites
I downloaded SC2, and tried its editor. Press Ctrl + Alt + H to show navMesh and put some buildings on it, it shows the dynamic generation of navMesh for the building's constructions and destructions clearly. Or you can also add polygon directly.

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
0

Share this post


Link to post
Share on other sites
Yeah, I was going to say that the grid is just for building placement. It just gens the navmesh as needed. That's a well-documented approach for navmeshes and changeable terrain.

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.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0