Writing path planning code is one of the most enjoyable programming tasks. Love the visualizations. The path following code is also interesting because I bet you'll run into some corner cases where the A* path thinks a path is feasible, but the vehicle overshoots and hits something. Although in a game I guess that adds to the fun & chaos.
Pathfinding
31–40 of 48 posts
Re: Pathfinding
#32Hello! I'm the developer of this game. Thanks very much for your interest and discussion here :) I'm starting to feel like I didn't go into enough detail with my post, since there's a lot I could talk about and also a lot I could benchmark to give you some actual numbers on performance. But maybe I'll leave that for a different post in the future. The game I'm developing is a commercial project, so it would be silly…
This is a cool concept. How long have you been working on it? And do you have a rough idea of when you'll release it?
Re: Pathfinding
#33Earlier quoted context omitted.
This is a cool concept. How long have you been working on it? And do you have a rough idea of when you'll release it?
Thank you! At the moment, about 7 months (I originally thought it would take 4-6 months haha). I'm really hoping to release it in the next couple of months, but my ability to estimate these things is obviously lacking.
Re: Pathfinding
#34Neat article! This will depend on the type of game or application, but one thing I've been doing is to do the more rigorous pathfinding when the environment (collision map) changes in order to generate a sort of precomputed pathfinding map (grid, or graph). When I search a path, or route for an entity, then it's on that pathfinding map. Again, it depends on how that simulation fundamentally works. Some have natural P…
What you refer to is commonly called a navigation mesh: https://en.wikipedia.org/wiki/Navigation_mesh
Re: Pathfinding
#35Writing path planning code is one of the most enjoyable programming tasks. Love the visualizations. The path following code is also interesting because I bet you'll run into some corner cases where the A* path thinks a path is feasible, but the vehicle overshoots and hits something. Although in a game I guess that adds to the fun & chaos.
Re: Pathfinding
#36Hello! I'm the developer of this game. Thanks very much for your interest and discussion here :) I'm starting to feel like I didn't go into enough detail with my post, since there's a lot I could talk about and also a lot I could benchmark to give you some actual numbers on performance. But maybe I'll leave that for a different post in the future. The game I'm developing is a commercial project, so it would be silly…
You may want to look into improvements to A* for grids, like Rectangular Symmetry Reduction.
Re: Pathfinding
#37Re: Pathfinding
#38I made custom pathfinding solution before. How about considering my project too ?
Re: Pathfinding
#39[0] https://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter15_Su...
[1] https://www.redblobgames.com/pathfinding/heuristics/differen...
[2] https://web.archive.org/web/20190717211246/http://aigamedev....
Re: Pathfinding
#40Earlier quoted context omitted.
You may want to look into improvements to A* for grids, like Rectangular Symmetry Reduction.
Also jump point search: https://zerowidth.com/2013/a-visual-explanation-of-jump-poin...