Questions tagged [path-finding]
Methods used to map out a path of travel from one point to another, typically avoiding obstacles in the way.
738 questions
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Is there a string-pulling algorithm that works directly with (3D) portals without checking LOS?
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 ...
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Modular Pathfinding Between Connections
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 ...
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Trouble aligning A* project dimetric grid with Unity 2022 LTS isometrig tile grid
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 ...
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How to adapt the Anya any-angle pathfinding algorithm to handle non-discrete start/target positions?
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 ...
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Understanding C# Tasks
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 ...
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Is there a way to determine if a Nav Link Proxy is encountered while finding a path between two points in Unreal Engine?
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 ...
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How to make an enemy able to walk on walls in Unreal Engine?
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. ...
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How to optimally transfer between nodes when each connection can only handle a certain number of things at a time?
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&...
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How can the A* algorithm revisit the same node twice in multi-agent pathfinding(MAPF)?
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 ...
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path-finding question of 2d game server
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 ...
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Improving local collision avoidance to navigate around large obstacles
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 ...
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Grid-based pathfinding for a lot of agents: how to implement "Tight-Following"?
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 ...
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Setting up AI Pathing in Godot 4.3, NPC not moving but it is updating the pathing correctly
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 ...
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2D Pathfinding with rope constraint
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 ...
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Get a obstacle avoidance path base on a grid-based map and non-grid based movement
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 ...