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Basic Node Based Pathfinding
 
 

Hi everyone,

I am new to pathfinding but i have read and watched through some articles, blogs and videos about Pathfinding.

Since those that i have read and watched from are mainly for RTS Games, Grid Based Pathfinding.

I couldnt find any tutorials where it explains in details of how you can make your own Node Based Pathfinding System.

So i hope, you guys could give me some insightful information to enlight me or even provide useful links which can help me.


I just want to make a very Basic Node Based Pathfinding system, and from that i hope to work from it to make it into a Pathfinding System suitable for my game.


Thank you in advance, you help is very much appreciated.

 

 
  [ # 1 ]

Pathfinding has little to do with chatbots (much more for robots).
But, you should look at A*.
It is a well researched algorithm.

http://ai-depot.com/Tutorial/PathFinding.html
http://www.ai-blog.net/archives/000152.html
http://en.wikipedia.org/wiki/Pathfinding
http://arongranberg.com/astar/docs/tags.php

 

 
  [ # 2 ]

In order for node oriented path-finding to work, you need a map outlining the ‘boundaries’ of the world in your game which can be sectioned off into ‘nodes’ (for the sake of establishing where your entities can/can’t go and any potential obstacles, such as walls). A ‘node’ is just one instance of an area. It doesn’t matter if it’s per-pixel, per-tile, per-room, etc so long as you can formulate an algorithm where your entities can establish where they are in relation to their goal (direction/distance), how to get there and what to do if they run into obstacles (prioritize going left or right?). Consider this example: how do you formulate a route from your bedroom to your bathroom?

A* is nice for open areas, but if the structure of your world demands something more complex then you just need to understand the logistics of path-finding. Once you understand it, it’s not difficult to start developing an algorithm that’s more custom-tailored to your games’ needs.

 

 
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