I improved pathfinding graphics and added it to maps for #parkourier
#madeWithUnity #indieGames #gameDev #parkourGame #CourierGame #pathFinding
#parkourier #madewithunity #indiegames #gamedev #parkourgame #couriergame #pathfinding
Basic #pathfinding is not hard. What hard is to make it use less resources and calculate as much paths as possible.
I just throw at you some links to study:
* How to implement A*
https://www.redblobgames.com/pathfinding/a-star/introduction.html
* How to optimize A* for bigger maps
https://www.youtube.com/watch?v=RMBQn_sg7DA
https://www.youtube.com/watch?v=anGdYJu_eH4
https://web.archive.org/web/20190411040123/http://aigamedev.com/open/article/clearance-based-pathfinding/
I've uploaded my #pathfinding #visualisation code to git
https://github.com/OliviaStarStuff/pathfinding-visualisation
My current project is working on creating a visualisation of #astar #pathfinding algorithm. I'm using #pygame #python to produce the visuals. but before I can do that I have to build out the grid. I've made it especially hard on myself it seems but creating a hexagon grid. Working slowly to fix the bugs.
#astar #pathfinding #pygame #python
#TIL about "Dijkstra Maps"
TLDR a map of the the "costs" (time/effort) associated with traversing each node/edge of a space to a specified location.
Commonly applied to video games pathfinding AI (eg Dijkstra's). Neat use cases in adding factors to influence NPC AI behavior (eg fleeing monsters).
It makes me wonder if there is an equivalent in graph theory and thus applicable to real life domains of graph theory.
https://www.roguebasin.com/index.php?title=The_Incredible_Power_of_Dijkstra_Maps
#til #graphtheory #pathfinding #ai #dijkstra
My #dwarffortress clone has a stable (ish) #demo out now on #itchio !! See my #devlog there and my frustrations with #pathfinding in #gdscript , specifically for the stupid mining commands. ⛏️
#godot #Godot4 #gamedev
https://josh-hale.itch.io/dfclone
#dwarffortress #demo #itchio #devlog #pathfinding #gdscript #godot #Godot4 #gamedev
@Achie7240 Love the progress! I just have to say, the #redblobgames site is AMAZING to learn about A* so I had to make sure everyone saw it. 🔴
https://www.redblobgames.com/pathfinding/a-star/implementation.html
I implemented a (somewhat nice) debug-view of my "pathfinding" code. It is actually a FlowField.
The way it works is like this: You start at the end cell, make a breadth-first-search and write down the cost for each cell.
Then you just check what cell the unit is on, check the 4 neighbours and walk towards the lowest one.
This way you only have to generate one flowfield for n units. The calculation is somewhat expensive.
#godotengine #towerdefense #pathfinding #visualization
LibGDX Pathfinding
#tutorial #libgdx #gdxai #pathfinding #astar
When was the last time you felt truly alive and invigorated by life?
Our response can tell us a lot about:
- what might be missing now
- what brings us the most joy
- what it might be worth aiming towards
#joinin #mindfulness #joy #pathfinding
Implemented a #flowfield for the enemy #pathfinding to better deal with many enemies attempting to reach the player.
Just posted on procedurally generating dynamic maps in #HordeRL! Learn how to create strategic gameplay with rivers and roads using #SimplexNoise, and #pathfinding. Check it out for tips and code snippets for your game dev projects! #gamedev #roguelike #tcod
https://awilsoncs.github.io/posts/rivers-and-roads-in-oh-no-its-the-horde/
#tcod #roguelike #gamedev #pathfinding #simplexnoise #horderl
Managed to make another important enhancement before the year ends: this PR adds a much needed smoothening of the #pathfinding results! Previously, pathfinding often gave us a zig-zaggy walk for actors in presence of multiple walkboxes, due to the navmesh nature of the nodes we pass to the A* algorithm. This patch adds a helper function that uses Berenham to compute line of sight between the points in the path, in order to prune uneeded ones: if we can skip steps, we do!
Version 4.0.0 of the #pathfinding has been released, just in time for #adventofcode #aoc2022 #rust https://crates.io/crates/pathfinding
#pathfinding #adventofcode #aoc2022 #rust
Ooh that's a gem (which constantly reminds me how I failed to further optimize it, but...), found a visualization of all the AI units in #Cogmind running their #pathfinding routines.
Around the time I realized I would probably need to stop using the built-in Unity NavMesh components for navigation.
From Orbit Dev Log - November 2017
#gamedev #pathfinding #fromorbit #devlog
#programming fedi: are there any websites where one could interactively learn pathfinding algorithms? i'd love to get into that, but i'd prefer not having to write the testbed (maps, nodes, etc) myself if i could instead start with an environment that'll let me get right into messing around
boosts appreciated
#programming #gamedev #pathfinding
Jesus Christ, finally! 🙏
I just wanted to "quickly" write a small path finding routine that is pixel perfect and works in concave polygons... turns out there is a surprising number of edge cases to consider. 😅
In the process, I wrote a ton of unit tests, so I can sleep at night. 😄 ✨
#unittest #csharp #monogame #pathfinding #gamedev