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Latest Pathfinding Activity

@frob I have used the navigation system before but I am not sure how I can use it for the two lanes and possibly more in the future. I'm also not sure how I would use the nav mesh to show road markings to show the right way to the destination (which is my main priority). I'll experiment with the na…

4,174 views
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Aressera said:
How do you determine what navmesh polygon the agent is within when it spawns?

I link the spawn point to the navmesh, all done offline \:D/

Aressera said:
Roadmaps can be generated dynamically and incrementally at runtime as the agent navigates the space, which is a major advantage for pr…

4,261 views

Bad design and needed to simplify the problem I'll post my solution shortly.

UPDATE:

My new solution basically checks a pathing array against the collision map, and returns true or false, accordingly. Here it is if anyone is interested.

https://gist.github.com/Langerz82/32a9707b83bfd03dd5b041ab1f2309c…

5,038 views

https://i.imgur.com/x7hCtS8.png

(image: small yellow squares are lane nodes, small green squares are edge nodes, large blue squares are intersection nodes, large yellow squares are pseudo intersection nodes, pointing to the main node. Pixel width colored lines show edge connects, but not lane connec…

6,832 views

I have never implemented funnel and don't know how it works, but you can always make the mesh locally flat.

To do this around an edge, you rotate the two triangles around this edge so they preserve their angles and area, but lie on the same plane.

To do it around a vertex, you sum up the adjacent tri…

4,907 views

@LorenzoGatti Yep, I am now thoroughly looking at starcraft 2 steering implementation. I am missing some key behaviours like planning and arriving.

17,795 views

@All8Up Thank you, I'll give this some more research and see what I do!

4,413 views

Yeah, I can give you some pointers on A* pathfinding.

But in the video you linked, the battlefield is completely open, no fixed obstacles at all. Is that true for the whole game? In that case A* might be overkill, and I would go more for the approach @TheBlackRattle is advocating. So basically make …

6,254 views

I've been adding more features in the past days

  • Make it work with touch / mobile
  • Tool tips on all the options to explain them
  • A “greedy” option that makes the heuristic stronger: faster pathfinding at the cost of sub-optimal paths.

The tooltips are the bare minimum explanation - to explain all the opti…

6,588 views

I've found an even shorter path! https://imgur.com/a/jA1n5z7​​ (This is the same graph and algorithm as in my second image in the original post, but I fixed a bug in my Dijkstra's)

Unfortunately, because of my graph construction, this is the best I can do.

If I really wanted to find an even better pa…

7,765 views
theaaronstory
June 19, 2020 04:11 PM
Unexpected journey

Of Source Code, more pathfinding, stamina and more!

It all started with a simple checklist, which I put together for the next update:

  • Fix glitching cursor; and disable input while minigame is active
  • Add 3D movement
  • Fix wall pathfinding/glitching
  • Add dash/roll option to mouse (ctrl+mouse movement)
  • Re-impl…
3,183 views
theaaronstory
April 21, 2020 06:07 PM
Super-light & super-fast pathfinding
The long road to success

Well . . . This past month was quite the interesting: First, shortly after my last entry, I discovered that by removing a chuck of the climbing system, it made it work much better and faster. So that was a thing. However, the elephant in the room was the idea of creating an …

5,748 views

It is very casual and tries to explain on an abstract, yet down to earth level. No code. It covers pathfinding in general and then moves on to explain HPA, which can increase pathfinding speed by many orders of magnitudes. I hope it's of use for someone out there.

1,959 views
On 11/8/2019 at 7:40 PM, IADaveMark said:

Didn't have time to read all the above responses, but a common use in many types of games is combining pathfinding and steering. With pathfinding, you are figuring your way through a world of fixed objects. Steering helps you avoid dynamic …

9,744 views
Suggestions to speed up my custom pathfinding algorithm (clearance-based A*)?

Thanks for the detailed update ? It's always nice when people report back and share their results in threads like this. (If nothing else, it can be helpful to future readers, as you note.)

11,010 views
How to change AI Navigation in game

Alternatives are influence maps:
https://forum.unity.com/threads/ai-influence-maps.145368/
http://gameschoolgems.blogspot.com/2009/12/influence-maps-i.html

Influence maps with pathfinders:
https://www.hindawi.com/journals/ijcgt/2018/5184605/
https://www.cs.rutgers.edu/~mk1353/projects-constr…

4,981 views
On 8/20/2019 at 8:08 PM, Lucrecious said:

Not really sure why the other devs are talking about image processing or influence maps - seems like overkill for what OP wants to do.

Because that's what OP said:

On 7/20/2019 at 6:04 PM, Jackrin said:

Hi guys, …

4,716 views
theaaronstory
July 20, 2019 01:36 PM
Spicing up the AI (game mechanics)

Above the usual tropes of having good design, character, specialty and synergy, thought I'd add some [basic] special cases to the mix:

  • Angle of attack: Enemies would be able to come from all 360 degrees, and would not be limited to the ground plane.
  • Player's cone of vision: It wou…
  • 3,688 views
    Zakwayda
    June 10, 2019 03:33 PM
    Not only diagonal path problem

    A search term you could try is 'pathfinding string pulling'. Searching for this term via Google images, for example, led me to this thread:

    https://stackoverflow.com/questions/33464917/whats-the-name-of-this-path-finding-algorithm

    I imagine you can find other info as well.

    A possible…

    2,318 views

    It seems I fixed the weird behavior by subtracting the distance between the evaluated tile and the start tile to the tile cost function:

                                consideredAttachedPointWeigh[i] =
                                    (evaluatedPoint).ManhattanDistance(goal) * 2
                      …
    3,123 views
    Awoken
    March 08, 2019 03:29 AM
    Structures Update, Scripted Events & Development

    Hello GameDev  

    In this blog I'll be covering
    - development life-cycle thus far
    - provide an update on dynamic structures
    - introduce scripted events.

    Development life-cycle 
    I think the time has come at last.  What time is that exactly?  Well let me explain... 
    A couple months back I …

    4,290 views

    For each tile, the flow field needs only 2 bits (go up/down/left/right), or 3 bits if allowing diagonal moves (4 additional directions). 1 MB of flow field (2^28 bits) should suffice for 2^25 map cells, e.g. 4096 by 8192.

    In case you also need the distance to the target (e.g. for some AI dec…

    11,020 views

    It's probably working correctly. If max velocity is 1.5 pixels per frame, and the objects are several hundred pixels apart, then it will indeed take several hundred frames to get there. And since the target will have moved several hundred pixels during that time, you should aim several hundred p…

    7,005 views
    bdubreuil
    October 02, 2018 03:35 PM
    Navigation Mesh : Wall Collision Avoidance

    Subscribe to our subreddit to get all the updates from the team!

    Introduction

    In our 3D game (miimii1205), we use a dynamically created navigation mesh to navigate onto a procedurally generated terrain. To do so, only the A* and string pulling algorithms were…

    12,758 views
    trill41
    August 28, 2018 01:52 PM
    Part 2: Players, NPCs and Navigation
    Player

    Replaced the ball with a real character model. At the moment I have just a few character models with two animations (run and idle): Video

    The character was made with MakeHuman and the animations are from Mixamo. The workflow is straight forward and (more or less) painless:

  • In…
  • 3,533 views
    EddieK
    July 27, 2018 03:21 PM
    Tower Defense Indie Game Dev Blog #12: Updated Tower Models
    This Week

    This week I was primarily focused on creating updated turret models to fit the new game style I chose. I changed the ground asphalt color to a lighter one so it wouldn't overshadow the turrets. I also fixed some bugs related to rockets' smoke trails. Other than that, there's really…

    3,940 views
    jb-dev
    July 25, 2018 06:39 PM
    BSP trees, or creating a randomly generated level

    So the game I'm working on is going to use rooms that are connected to each other by little holes, creating something somehow similar to "Binding of Isaac", but with organic room disposition rather than rooms placed on a grid with specific dimensions.

    To do this, I needed to search for a goo…

    6,925 views
    My first open source online game - Airline Management. Please give it a try!

    O sorry. Forgot to mention. It's on https://github.com/patsonluk/airline

    3,793 views
    Awoken
    May 27, 2018 01:34 AM
    Pathfinding, Tower and Wall Placement Helpers.

    Just wrapped up organising the code.

    Originally when I set out to program this project I had the idea that would-be followers of my efforts could just copy and paste quick little bits to the base files from my Introduction to Three.js post.  However, I'm not that organise and don't have the …

    3,614 views
    Awoken
    May 16, 2018 03:35 AM
    Node Loops

    Hello GameDev,

    During my efforts to accomplish the last robust challenge of mine 

    I discovered a new way, for me, to speed up the processing time to achieve much faster path-finding results.  

    About the technique:
    I created continues node loops,

    Every node has information about the…

    4,003 views
    Navigation Meshes and Pathfinding

    I recently worked on a path-finding algorithm used to move an AI agent into an organically generated dungeon.

    It's not an easy task but because I've already worked on Team Fortress 2 cards in the past, I already knew navigation meshes (navmesh) and their capabilities.

    Why Not Waypoints?

    62,665 views
    jb-dev
    April 26, 2018 08:32 PM
    Navigation meshes and pathfinding

    I recently worked on a path-finding algorithm used to move an AI agent into an organically generated dungeon.

    It's not an easy task but because I've already worked on Team Fortress 2 cards i…

    10,056 views
    Awoken
    February 01, 2018 10:44 PM
    More Adventures in Robust Coding

    Hello GameDev, 

    This entry is going to be a big one for me, and it's going to cover a lot.  What I plan to cover on my recent development journey is the following:

    1 - Goal of this Blog entry.

    2 - Lessons learned using Node.js for development and testing as opposed to Chrome console.…

    6,506 views
    Viir
    January 31, 2018 01:44 PM
    DRTS Update - Camera Controls And Picking Maps

    Just released another version of DRTS.

    You can play it at https://distilledgames.itch.io/distilled-rts 

    Picking Maps

    I improved the UI to preview maps before starting to play with bots. Now it is easier to find a map you like and see what you are getting into before starting the game…

    3,991 views
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