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A question about A* path-finding

Started by August 06, 2005 10:23 AM
2 comments, last by me22 19 years, 6 months ago
hi, my path finding is based on A*. Now I can find the correct path and go through the passable tiles. But if some units stand in my way when I am moving. How can I do to bypass them? Who can give me some advices or pseudos.
A way is to use steering behaviors to avoid dynamic objects

Check out Chris Reynolds' webpage for more informations

Hope this helps

Eric
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Assuming units fill tiles and make them inpassable, you can simply check the next 10 or so tiles in the path chain to see if they have become inpassable since path creation - then if they have you can simply repath. As long as this doesn't happen *too* often then you won't see too much of a performance penalty...
If it does become a problem, you could try computing a path to the path node a certain distance towards the goal. It means likely suboptimal paths and might not even work ( in which case you could easily fallback to the full pathing ), but it would likely speed things up.

I'd try for steering behaviours first though, definatly.

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