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jerez_z
August 16th, 2007, 11:56 AM
I am building a basic little tank game and I'm having some trouble deciding on what pathfinding algorithms to do and how to implement them optimally.

I have written my self a frame based A* pathfinder but this takes too long to find the path (10 or 15 seconds plus) and when I do it in a loop it freezes the game for a couple of seconds. And then this also dosen't even begin to provide me with any intelligence, it just seeks the target.

So any ideas on any lighter methods that might run a little better and maybe provide some decent intelligence? And a tutorial or a paper to point me in the right direction would be awesome as well.

ajcates
August 17th, 2007, 05:57 AM
http://www.tonypa.pri.ee/tbw/tut22.html
http://www.policyalmanac.org/games/aStarTutorial.htm

jerez_z
August 17th, 2007, 09:18 AM
um sweet... I said I already built an A* and it wasn't fast enough... I actually used that article you posted. But it's cool. thanks anyway.

Any other ideas?

SacrificialLamb
August 17th, 2007, 08:56 PM
i know you have A8 already but it might be how you are using the code
http://www.kirupa.com/forum/showthread.php?t=215307
the comparison is interesting (form above article)
http://dauntless.be/blog/?p=44
one idea in a big map with the obstructions mostly stationery is it a finding thing on a lager scale before spamming your CPU if all the tiles of the map when it could just do the top 1/4 or some thing

jerez_z
August 18th, 2007, 12:28 PM
sweet thanks