I have implemented a basic grid based A* pathfindinder in Java. I would like to make a navigational mesh/polygon based pathfinder, but the problem I have is this:
I\'m trying to move a sprite across the screen in a straight line, towards on the location where\'ve I touched the screen, what i did was upon the update() in each loop , it checks to see if the curre
Is the A* path finding algorithm guaranteed to find the shortest path 100% or the time, if implemented correctly?
I have a database of bus/train/... stops and the arrival/departure times on each date and so on. I\'m looking for a way to do a search for the fastest(shortest/cheapest/least transitions) trip between
I\'m trying to implement the D*-Lite pathfinding algorithm, as described in the 2002 article by Koenig and Likhachev, for Boost::Graph. I think I\'ve gotten a decent grasp on the basic ideas and theor
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i have lots of moving objects(maximum of 1000 objects) that each one needs to do pathfinding to maybe maximum 100 fixed locations(one object to one location at a time). What is the quickest pathfindin
I am working on a simple soccer simulation, I am using potential fields for collision avoidance more specifically following technique,
I\'m building a graph class represented as a dict. The graph class is used to perform path finding on a large 2D grid matrix. The nodes are stored as keys and the neighbour nodes are stored as values.
I currently have an array of points (x,y) from the result of an A* pathfinding function. This array is set up so that the first index is the point closest to the character and the next one is the next