Let\'s say we have a rectangular sea. It\'s quite large - 10000x20000. We have islands, as well. For simplicity\'s sake, let\'s assume they are rectangular as well. We know their exact places (coord
I want to retrace maps from google earth these maps would then be used for calculating fastest route from A to B as well as location probability defined by some factors. How would i go about doing the
How can I implement the A* algorithm on a gridless 2D plane with no nodes or cells? I need the object to maneuver around a relatively high number of static and moving obstacles in the way of the goal.
Generally I would never expect to see those 2 words together in the same sentenc, however im working on a project that requires me to do simple pathfinding on multiple roads and I\'m just trying to wo
i\'m making a simple iPhone game using cocos2d-iphone. I have an array of fiends, the \"fiendSet\" which has to navigate around a field full of obstacles. I spent the last three nights trying to get m
I sort of understand the concept of pathfinding and how a program looks for point B from point A in the most efficient manner and vaguely familiar with the concept of A*. But what if, instead of tryin
For use in a simple project of mine, I\'ve hit a bit of a blockade. I have a series of points in a grid, \"walls\" and \"open space.\"Space outside the grid is assumed to be walls.I have an arbitrary
I\'m currently implementing a navigation system for routing through Europe. So far, I have shortest path implemented (Dijkstra and A*). It was the easy part, now I need some algorithm for fastest path
Problem I want ot write a simple 1D RTS game and have the following path finding problem: There are many one-dimensional lines and everywhere are teleporters which can be used to travel between the li
I\'ve got a path that is made up of multiple points - i.e. 0,00,5050,5070,20 If I just draw this line on the screen it looks quite harsh as it puts a sharp angle at the joining of each point.