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Pathfinding with terrain and moving target

Started by October 19, 2005 07:20 AM
2 comments, last by Groove 19 years, 1 month ago
Hi, I am looking for an algorithm of pathfinding in the fellowing context: - A terrain based on heightmap. - Start and end can change. The start node is from a vehicule and the end node is from a movable target of the vehicule. - This must work in real time ! So do you now with algorithm of path finding is the best according my context? Thanks !
[size="2"]G-Truc Creation - www.g-truc.net
well...

how many units per frame would be performing this search?

how is your data stored?

Start/End nodes exist in all pathfinding forms...

Check out A*star, with either grid or non-tilebased approaches...

peace.
"Game Maker For Life, probably never professional thou." =)
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Sounds similar to things I wish to do to improve my unit movement. I have basic path-finding from A -> B, and it can detect a path has become blocked and find a new route.
But if a unit is following the command "attack X", and X runs away - it's not exactly a path-finding approach. Maybe the unit can just move to a nearer tile.

One issue I'd like to address is how to get units to get a clear line of sight to their target - currently they are happy to blast a friendly unit which i in the way. I guess it's the same issue - how to find a position which is in range of the target and has a clear view of it?

I've seen articles on part-finding and formation movement, but not how to combine formation movement with getting each unit in the formation to find a good shooting point - would the formation AI tell each unit where to go rather than let the units decide this?
I will use D* with framed quadtree.

This is a good solution to reduce the number of node and concequently to reduce the search time on heightmap based terrain.
[size="2"]G-Truc Creation - www.g-truc.net

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