Skip to main content
Tweeted twitter.com/#!/StackGameDev/status/120846240136183808
Added link to a relevant article.
Source Link
zzandy
  • 363
  • 1
  • 11

Suppose we have a uniform rectanglular grid as shown below. The a is an agent, o is obstacle and g is goal. What are the options of handling multitile agents (e.g. dragons or tanks)?

. . . . o . . . . . . . o . g . . a a . . . . . <-- too tight . a a . o . . . . . . . o . . . . . . . . . . . <-- should go through this gate . . . . . . . . . . . . o . . . 

Update: Found this article on clearance-based pathfinding from Red Alert 3. It covers not only the clearance - size, but also a capability - ability of certain units to use certain terrains.

Suppose we have a uniform rectanglular grid as shown below. The a is an agent, o is obstacle and g is goal. What are the options of handling multitile agents (e.g. dragons or tanks)?

. . . . o . . . . . . . o . g . . a a . . . . . <-- too tight . a a . o . . . . . . . o . . . . . . . . . . . <-- should go through this gate . . . . . . . . . . . . o . . . 

Suppose we have a uniform rectanglular grid as shown below. The a is an agent, o is obstacle and g is goal. What are the options of handling multitile agents (e.g. dragons or tanks)?

. . . . o . . . . . . . o . g . . a a . . . . . <-- too tight . a a . o . . . . . . . o . . . . . . . . . . . <-- should go through this gate . . . . . . . . . . . . o . . . 

Update: Found this article on clearance-based pathfinding from Red Alert 3. It covers not only the clearance - size, but also a capability - ability of certain units to use certain terrains.

Source Link
zzandy
  • 363
  • 1
  • 11

Multi-tile agent path-finding algorithm?

Suppose we have a uniform rectanglular grid as shown below. The a is an agent, o is obstacle and g is goal. What are the options of handling multitile agents (e.g. dragons or tanks)?

. . . . o . . . . . . . o . g . . a a . . . . . <-- too tight . a a . o . . . . . . . o . . . . . . . . . . . <-- should go through this gate . . . . . . . . . . . . o . . .