Tampilkan postingan dengan label Pathfinding. Tampilkan semua postingan
Tampilkan postingan dengan label Pathfinding. Tampilkan semua postingan
Sabtu, 01 Desember 2012

Path following

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Guards can now be called on to find, then follow paths. Also the I took away the streamlining of the path, it was overkill to do that while drawing the path and it works better to do it while the guard walks, that way I can use his position to check if he can see any upcoming nodes as he walks and if he does, jump to those instead of any...
templates-office.com Pathfinding, Stealth
Kamis, 29 November 2012

Working A* pathfinding

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The A* pathfinding system is now functional and very efficient, guards quickly generate a route to the player using the nodes placed on the map and then optimize the route deleting any superfluous nodes on the path. I ended up not using the arrays built into the nodes of closest other nodes because I would have to use that array...
templates-office.com Pathfinding, Stealth
Jumat, 16 November 2012

AI pathfinding nodes

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I started writing an A* pathfinding system with branching nodes, each node is linked to it's closest eight nodes for more efficient path plotting. I wrote a script that would cycle through them and link them to their eight closest nodes who's paths don't intersect walls or obstacles. Above is the turn out when I got it right, below...
templates-office.com Pathfinding, Stealth