Can we get people to post code of simple, optimized implementations of the A* pathfinding algorithm, in every single language?
This is mostly for fun and to play with what stackoverflow itself is capable of... although I actually am interested in getting an ActionScript 3 version of this.
But the idea is that this "Question" will cont...
I have a sea of weighted nodes with edges linking clusters of nodes together. This graph follows the typical small world layout.
I wish to find a path finding algorithm, which isn't costly on processor power, to find a path along the best possible path where the nodes are the most favorably weighted, the fastest route is not the most im...
The large network (of small world graph type) I wish to deal with is dynamic in nature, new nodes are added and subtracted frequently. Presumably using D* over A* would be a better way to detect paths in this dynamic environment?
How solid is D*? has it had any real world experience? like a cryptographic algorithm - is D* hardened by l...
I once found a paper on path finding through a simulation that involved smoke(fluids in general).
Has anyone read anything like this ?
I can't remember the name of the paper or the author.
If you know a paper like this please tell me
...
Hello,
I'm looking at definitions of the A* path-finding algorithm, and it seems to be defined somewhat differently in different places.
The difference is in the action performed when going through the successors of a node, and finding that a successor is on the closed list.
One approach (suggested by Wikipedia, and this article) say...
Hi
My math classes are far behind, and I'm currently struggling to find a decent solution to a problem I'm having: I have a tree, in which nodes are actions, and are "weighted" according to multiple criteria : the cost of said action, the time it will take, the necessary resources, the disturbance, etc...
And I want to to find in this ...
Im looking for an algorithm to be used in a racing game Im making. The map/level/track is randomly generated so I need to find two locations, start and goal, that makes use of the most of the map.
The algorithm is to work inside a two dimensional space
From each point, one can only traverse to the next point in four directions; up, dow...
I have various objects whose surfaces are 3D and non rectangular, such as spheres, pyramids, and various other objects represented by meshes. The mesh is not composed of polygons of equal size and distribution across the surface of the object, nor are they all semi/symmetrical objects like the ideal shapes of cylinders, spheres and cones...
Essentially its a pacman clone game I'm working on. I have an Enemy class, and 4 instances of this class created which all represent 4 ghosts of the game.
All ghosts start up in random areas of the screen and then they have to work their way towards the pacman character. As the player controls the pacman, moving it around, they should f...
So, I have a simple pathfinding algorithm which precalculates the shortest route to several target endpoints, each of which has a different weight. This is somewhat equivalent to having one endpoint with a node between it and each endpoint, though the edges there have different weights. The algorithm it uses is a simple spreading algor...
Hi all,
First time on StackOverflow, keep see it coming up so thought id ask.
Im currently writing a very basic java game based on the idea of theme hospital.
I'm quite new to java, currently studying at uni and in my first year. I have done java for nearly 2 years now on and off, but I'm finally devoting my time to a decent project.
A...
I currently have another question to do with path finding in Java. However I feel this is a separate question.
I'm making a game. The path-finding will need to be able to deal with multiple possible end points. All the path finding algorithms and tutorials I have found only have one end point.
Would this alteration be easy to tweak int...
Hi.
I have a tile based map where several tiles are walls and others are walkable. the walkable tiles make up a graph I would like to use in path planning. My question is are their any good algorithms for finding a path which visits every node in the graph, minimising repeat visits?
For example:
If the bottom yellow tile is the st...
I am working on a roguelike in my (very little) free time. Each level will basically be a few rectangular rooms connected together by paths. I want the paths between rooms to be natural-looking and windy, however. For example, I would not consider the following natural-looking:
B
X
X
X ...
I'm working on a game that uses A-star (A*) for path finding but I've come to a point where by I have some objects that are larger than a single grid square.
I'm running on a grid of 16*16px. wall segments are 16*16 and so make a single square impassable. Some of my baddies are 32*32 and so they need to check that a gap is at least 2 gr...
I have implemented the A* algorithm in AS3 and it works great except for one thing.
Often the resulting path does not take the most “natural” or smooth route to the target.
In my environment the object can move diagonally as inexpensively as it can move horizontally or vertically.
Here is a very simple example; the start point is marked...
Hi
I'm trying to work out an algorithm for finding a path across a directed graph. It's not a conventional path and I can't find any references to anything like this being done already.
I want to find the path which has the maximum minimum weight.
I.e. If there are two paths with weights 10->1->10 and 2->2->2 then the second path is c...
I'm writing a simulation in which a creature object should be able to move towards some other arbitrary object in the environment, sliding around obstacles rather than doing any intelligent pathfinding. I'm not trying to have it plan a path -- just to move in one general direction, and bounce around obstacles.
It's a 2D environment (ove...
I am working with a grid of squares which have two states, "ON" and "OFF." I have a rather simple Connected Component Labeling algorithm which finds all of the "ON" components. Usually, but not always, there is exactly one "ON" component.
I wish to construct an algorithm which takes in as input a matrix of on/off cells, a component la...
Hi all.
I asked a question some time ago on java 2d pathfinding...
http://stackoverflow.com/questions/735523/pathfinding-2d-java-game
The game im developing is based on the idea of theme hospital.
The chosen answer from my question, A* pathfinding, the link was awesome, and very helpful.
I'm eventually getting to implement this into my ...