#pathfinding — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #pathfinding, aggregated by home.social.
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Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...
#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg
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Recursively apply patterns for pathfinding
#HackerNews #Recursively #apply #patterns #for #pathfinding #pathfinding #algorithms #recursive #patterns #coding #techniques #software #development
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Day 17 to NULL Train!
Two types of enemies and they seek you to attack you.Follow along as we share from Day 17 to Early Access.
Play the demo. Wishlist now: https://store.steampowered.com/app/3717840/NULL_Train/
#day17 #gamedev #gameplay #gameplayshorts #gamedevelopment #nulltrain #indiedev #indiegamedev #steamgame #devlog #gamedemo #pixelart #wishlistideas #wishlist #roguelike #madeinhawaii #steamnextfest #earlyaccess #enemies #pathfinding #attack
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AStar Pathfinding для агентов различного размера с использованием пространственного хэширования
Наверное, большинству людей, связанных с программированием игр, известен алгоритм AStar . В интернете можно найти много примеров объяснения того, как он работает, и реализации для различных языков, когда размер (далее радиус) агента, которого необходимо перемещать по импровизированной карте, известен заранее и не меняется. Но когда речь заходит о поддержке агентов, обладающих разным радиусом, увы, информации не так много. Данный пробел я постараюсь восполнить в рамках этой статьи.
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#News out of #Nintendo's #patent #lawsuit against #PocketPair, alleging the #GameMechanics of #Palworld are too similar to #Pokemon.
We now know the main #patents, all filed in #Japan earlier this year after PalWorld's release...
(Reminder that #IAmNotALawyer)
No. 7493117 involves #collision and #pathfinding, and seems to be mostly related to trainer battles and entering battle by throwing one Pokemon at another. It's not clear to me how this is novel or unique enough for a lawsuit.
No. 7528390 involves player characters mounting creatures and riding them around. As Pokemon is far from the only, first, or even a game with this mechanic for more than a few years, I don't see how they can claim this.
No. 7545191 is the #PokeBall thing, which #PalBalls are very similar to, so much I was surprised they did that at the game's release (#Bugsnax at least used a non-spherical trap), but again, I'm not sure how this is unique or innovative enough for a lawsuit.
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New post: A* Pathfinding in 2D Games: From Top-Down to Side-View https://shendriks.dev/posts/2024-09-04-a-star-pathfinding-side-view/ #gamedev #gamedevelopment #astar #pathfinding #monogame #kni #csharp #dotnet #blazor #blazorgl
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Another new(er) post in the A* Pathfinding in 2D Games series: A simple Top-down Scenario implemented with MonoGame/KNI https://shendriks.dev/posts/2024-08-24-a-star-pathfinding-top-down-blazorgl/ #gamedev #GameDevelopment #astar #pathfinding #monogame #kni #csharp #dotnet #blazor #blazorgl
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New post: A* Pathfinding in 2D Games: The Basics for a simple Top-down Scenario https://shendriks.dev/posts/2024-07-13-a-star-pathfinding-in-2d-games-the-basics-for-top-down-scenarios/ #gamedev #monogame #kni #astar #pathfinding #csharp
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In Astarguesser, you are given a map with obstacles, and your task is to guess how good the A* algorithm will be at finding the shortest path from the entrance to the exit.
What is A*?
Let us start with Breadth First Search (BFS). In this algorithm, we proceed in waves: find all locations next to the source, then next to these locations, etc., until we reach the target. It is obvious that we will find the shortest path to the target this way, and also easy to implement on the computer: all the locations we reach are simply put in a queue, the location we explore next is always the one which was reached the earliest.
In A*, instead, we instead try to more promising directions first. While in BFS, the order is generally based on (the number of steps), in A* it is (the number of steps so far + heuristics), where 'heuristics' is some approximation of the the number of steps we still need to take (for example, the number of steps to the exit, not taking obstacles into account). If the heuristics is 'admissible' (not greater than the actual length of path to the exit) it is also guaranteed to find the shortest path. (See Red Blob Games for more details.)
A* seems to be the goto algorithm used by game developers for pathfinding purposes. But it rarely seems that good (even if the heuristics and tiebreakers are chosen reasonably). Maybe BFS (with its simplicity and good performance tue to the avoidance of priority queues), or some algorithm that takes into account the fact that you are usually pathfinding many times, could be more appropriate for your game?
PLAY ONLINE ON ITCH.IO: https://zenorogue.itch.io/astarguesser
#ShortestPathAlgorithm #pathfinding #educationalgame #procgen #gamedev
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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.