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3 answers
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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
76 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
148 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
200 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
100 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
262 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
562 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
80 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
91 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
81 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
137 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
  • 333
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
206 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
464 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
1 vote
0 answers
124 views

black line is grid-based path got from A* algorithm, and red one is smoothed path by use Funnel algorithm. when B move through T or stop at T, it will overlap with A, My problem is how to get a path ...
w jc's user avatar
  • 11
2 votes
0 answers
101 views

I am making a 2D top-down grid-based game where the movement is similar to older Pokémon games so it's locked to a grid. I implemented A* pathfinding for my enemies with a bool[,] that indicates ...
rossz97's user avatar
  • 21
3 votes
3 answers
1k views

As a hobby project I am trying to re-create pathfinding similar to StarCraft 2 based on the presentation from GDC 2011: https://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not (Image source) The ...
tchayen's user avatar
  • 133
1 vote
2 answers
392 views

I'm trying to implement A*. I'm storing the queue of nodes to visit in a min-heap, and I'm seeing the same node being added more than once to it (with different priority). Wikipedia's pseudocode ...
HolyBlackCat's user avatar
  • 2,054
1 vote
1 answer
84 views

I'm relatively new to Unity, and I wanted to use the Job system for a complex pathfinding algorithm, since it will likely be used alongside multiple instances of NPCs attempting to find a valid route. ...
Jason Li's user avatar
1 vote
1 answer
202 views

I am learing Unity and for now trying to implement a simply pathfinding alogorithm in a simply 2D isometric diamond-shaped tilemap. Recently I learned a way how to rotate tilemap and I already have a ...
Valeriy's user avatar
  • 13
0 votes
1 answer
117 views

I'm writing code for client-side pathfinding, the player can setup more than one point and then pathfinding in segments finally get a concatenated path.(actually it's for the long distance pathfinding,...
Chuan Littlefat's user avatar
6 votes
4 answers
729 views

i am making a 3d tactics game, visually similar to something like final fantasy tactics. it's tile based, with units able to move up and down the level onto buildings and up staircases and what have ...
graveyard's user avatar
0 votes
1 answer
104 views

I've got the first part of the code working. It iterates and does a check through the gameobjects to find the furthest nav point to hit. Then it calculates path to see if its valid or not. Now I'm ...
WestMansionHero's user avatar
0 votes
0 answers
112 views

I'm doing what this thread is doing except that it's not very satisfactory. What this does is finding the "closest" attacking position. But typically you want the attacker to attack from as ...
Weikai Wu's user avatar
1 vote
1 answer
305 views

Disclaimer : yes, the whole map is not convex. But all of its subdivisions are ! (And that's what matters) Hi ! I got A* working with nav mesh. Now I need to find the tightest path along the mesh path....
DisturbedBerry's user avatar
0 votes
1 answer
154 views

I already implemented a Grid-Based pathfinding algorithm and I works. I also updated it so it takes into account the objects size and ignores paths where the object wont fit. However, I ran into a ...
Ezequile's user avatar
0 votes
2 answers
261 views

I am trying to make a simple real-time strategy game (only the battle system of units fighting each other; no building, no economy, only battles and victory). I am using flow fields to make the units ...
Hao Hao's user avatar
1 vote
1 answer
1k views

I'm making a spaceship game where the enemies and the player have the full 6 degrees of freedom, so can move forward/backwards, left/right, up/down and can also rotate in all three axes. I'm wanting ...
beyarkay's user avatar
  • 127
0 votes
0 answers
142 views

I'm trying to implement a 3D pathfinding system based on the A* algorithm. This tutorial served as the starting point for my implementation. I tried to remake it for pathfinding in three dimensions, ...
Ilya's user avatar
  • 11
0 votes
1 answer
2k views

I'm trying to create an isometric game with Diablo-like control, but gravity isn't working. The CharacterBody3D won't touch the floor, the print(is_on_floor()) always results false. Here's my code for ...
KZulfazriawan's user avatar
1 vote
1 answer
2k views

I have more than 200 units in a single scene, all of them use Unity's NavmeshAgent to set their destinations to the main target. The problem I'm facing is that some ...
jasmine zhao's user avatar
0 votes
1 answer
110 views

I'm building a maze game where there's an enemy ready to pursuit the player if the player gets in his range, I'm using A*Pathfinding algorithm to do so, and I build the maze in a procedural way, where ...
AND4011002849's user avatar
0 votes
2 answers
371 views

I'm trying to implement path finding for my game using a navigation mesh and A* search. While I believe I got this working correctly I'm having trouble getting desired results because I don't know how ...
user1566228's user avatar
0 votes
3 answers
917 views

I am new to Unity and want to create a tower defence game like Fieldrunners. I need help to create the grid placement area for the towers so that there is always a path for enemies to travel. I mean ...
Robin's user avatar
  • 3
1 vote
0 answers
204 views

This is for the development of a roguelike/management game. I'm trying to implement HPA (hierarchical pathfinding with A*), and I've found a few good resources (suggestions appreciated) in the forms ...
genfy's user avatar
  • 43
0 votes
1 answer
158 views

How can I explore a path with A* (or another) by taking care of a rectangle collision ? I have a 2d map, where I know for each coordinate if it is an obstacle : For example, dark tiles are not ...
bux's user avatar
  • 159
0 votes
1 answer
300 views

I have a 2d array with ground represented by 0s and the walls represented by 1s. Player can use a LOOK command or a MOVE command. Look command returns a 5x5 array centered around the player and the ...
mathsymaths's user avatar
0 votes
2 answers
775 views

I'm currently developing a tower defense game as a part of a group project in school. This game will be programmed in C++ using SFML. We are having trouble with finding a good way to define the path ...
user294957's user avatar
2 votes
1 answer
5k views

I'm coding a custom engine using Python and Pygame. It's a top down 2D isometric RTS and I wan't to implement pathfinding for my units. My research has lead me to using a Navigation mesh which seems ...
Zoler1337's user avatar
0 votes
0 answers
149 views

I am currently working on implementing a pathfinding module for my 2D game engine that I am writing in Python using Pygame. Currently there are objects such as trees or buildings which can be placed ...
Zoler1337's user avatar
0 votes
1 answer
855 views

I'm trying to add a click to move feature in my game using the new NavigationAgent2D and NavigationPolygonInstance but sometimes when the player reaches the end of the navigation path or changes ...
Javier Villanueva's user avatar
0 votes
1 answer
909 views

I am trying to make an Rts game in unity and am trying to make it so that units can go to different destinations, I have a selection system that deactivates their Navmesh agents and the script that ...
Crystalline787's user avatar
10 votes
3 answers
4k views

I am working on a game where the player and enemies move between discreet tiles, with only orthagonal movement (like pokemon). The game also runs on a turn system, so the player makes a move input, ...
Kyle34562345's user avatar
0 votes
0 answers
254 views

Like, how does a building in these games know if they're being powered? Or if they're within range of influence of a hospital or fire station, etc. How would they know where to send an NPC or ...
Sir Gaelence's user avatar
1 vote
2 answers
260 views

General Description I want to build a tech demo about a game concept I am carrying around for quite some time now. A lot of influences from different sources shaped this, and I will try to hint on its ...
Confused Merlin's user avatar
10 votes
3 answers
3k views

I'm currently working on a 2D Age of Empires style RTS game. Here's my problem: I'm currently using the A* algorithm (via Path finding package) to move my units. When you select a "group" of ...
GauthierBee's user avatar
2 votes
0 answers
487 views

I'm trying to make a game centered around chase sequences in a 3D level with a high degree of verticality and movement options for the player. Basically think Breath of the Wild in an urban landscape ...
Austin Capobianco's user avatar
0 votes
1 answer
617 views

I'm trying to build a little MOBA game (max 10 players) in Unity and i'm really stuck with the pathfinding / local avoidance. Here is what i'm doing when user click to move on the map: Client send a ...
Aldo's user avatar
  • 309
0 votes
0 answers
201 views

I'm trying to make AI for enemies in my game. I applied a pathfinding (A*) script to my enemy sprite, after which the sprite began to follow the player. But when the enemy approaches the player, the ...
Hallteon's user avatar

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