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Questions tagged [path-finding]

Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.

1 vote
3 answers
239 views

I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels. I’m not asking for code here. I’m asking for ...
tariq's user avatar
  • 121
0 votes
0 answers
75 views

I'm working on a project where audio propagates through a series of rooms and portals. This is modeled by finding all paths from a source to listener and then merging their contributions into a final ...
Luke B.'s user avatar
  • 1,031
0 votes
1 answer
129 views

I'm creating a puzzle for my game, where you have to arrange pipes to transmit an electrical flow from one point to the other. Each pipe center contains a connector hub and each end contains the ...
Redsam121's user avatar
0 votes
0 answers
45 views

I'm trying to use the A* path-finding project by Aron Granberg (free version 4.2.17) to do path-finding on an isometric grid (32x16 pixels). I have the whole system functional, but can't for the life ...
CaptClockobob's user avatar
2 votes
1 answer
186 views

Recently, I have been investigating the Anya pathfinding algorithm. Anya is an optimal any-angle pathfinding algorithm. However, it works only with discrete points on the grid. Here is an excerpt from ...
Lukas Makor's user avatar
0 votes
0 answers
98 views

I use a lot of path finding in my Monogame project which is taking a toll on the framerate, because in the worst case finding a path can take 200ms. So I looked into using Tasks to spread path finding ...
Depenau's user avatar
  • 111
1 vote
1 answer
254 views

Problem definition: I have an AI (zombie) that is destroying a special object to reach a specific location. The object is stored as a blackboard value and is a child actor of a NavLink(To trigger ...
Imantion's user avatar
0 votes
1 answer
534 views

I'm working on my 1st title called Infernal, and I'd like to make the enemy able to walk on both ground and walls. For exemple: let's say the enemy is running towards the player and he gets shot. ...
ahmed's user avatar
  • 1
0 votes
0 answers
76 views

Let's begin with a picture: I am currently making a turn-based strategy game set in space where you can settle colonies and have to transfer minerals from the colonies ("foo", "bar&...
Applekini's user avatar
  • 8,543
0 votes
0 answers
87 views

I am attempting to solve a MAPF-like problem using the Conflict-Based Search (CBS) algorithm. My specific problem is based on a grid graph where some edges are not connected. For example, in the ...
Runfeng Yu's user avatar
0 votes
1 answer
78 views

I'm trying to create a game server. The game I want to create has a following feature. 2d (isometric view) ~300 users can play so a map will be not that small all units can move in any angle (not ...
PudgeKim's user avatar
2 votes
2 answers
126 views

For my collision system I’m using a boids-like method that works fine for "small" obstacles (like other characters) where the character can turn slightly left or right to avoid the obstacle ...
philB's user avatar
  • 331
5 votes
5 answers
2k views

Note: the main problem has nothing to do with the TYPE of pathfinding algorithm (A*, flow-field etc), allow me to explain: I have a 2d grid and a lot of agents moving around, I want it so that ...
Xascoria Dung's user avatar
0 votes
1 answer
202 views

I am making a project in Godot 4.3 I am using a gridmap for the map and I have the NavMesh set up correctly, when I am in game I can get it to show me its pathing and it will update correctly ...
Matthew Plasse's user avatar
2 votes
1 answer
457 views

I have a character linked by a rope to a fixed point, in an environment with obstacles. I want to do a pathfind that take into account the rope. Here, if the character followed my current pathfind in ...
Alikae's user avatar
  • 51

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