On Sun, Jan 25, 2009 at 07:16:38PM -0800, Yanom Mobis wrote:
1) How is pathfinding done?
There are algorithms for it. Breadth-first search is the simplest one
and works well for grids where the distance between nearby cells is the
same. Dijkstra is a generalization that works for arbitrary
I used this AStar in some of my games, and it works very well:
http://www.pygame.org/projects/9/195/
On Sun, 25 Jan 2009 19:16:38 -0800 (PST)
Yanom Mobis ya...@rocketmail.com wrote:
1) How is pathfinding done?
2) How do you prevent a moving sprite from being caught in a v-shaped rut
made
Marius Gedminas wrote:
My personal snag with A* is that the NPCs seem to know too much about
the map and directly walk the most optimal path without exploration.
One possibility to solving this is to have the npc move as it's
performing the algorithm. i.e. as your search explores a path,
This is the best A* Pathfinding tutorial, ever:
http://theory.stanford.edu/~amitp/GameProgramming/http://theory.stanford.edu/%7Eamitp/GameProgramming/
--
Jake
evil monkey wrote:
I used this AStar in some of my games, and it works very well:
http://www.pygame.org/projects/9/195/
I wrote an A* implementation awhile back for civil that might make another
good example. Mine is a little different from the others I've seen as it
can handle a few
On Sun, Jan 25, 2009 at 7:16 PM, Yanom Mobis ya...@rocketmail.com wrote:
1) How is pathfinding done?
So what are your pathfinding needs? what exactly is the character or game
element that you need pathfinding for doing? or is this just research for
you?
On Mon, Jan 26, 2009 at 12:53 AM, Marius
Brian Fisher wrote:
On Mon, Jan 26, 2009 at 9:01 AM, Michael George
mdgeo...@cs.cornell.edu mailto:mdgeo...@cs.cornell.edu wrote:
One possibility to solving this is to have the npc move as it's
performing the algorithm.
i.e. as your search explores a path, the character walks along that
Hi,
this notes a patch for 10.5sdk
http://lists.create.ucsb.edu/pipermail/media_api/2009-January/000703.html
Also found a section on OSX here:
http://cratel.wichita.edu/cratel/cratel_pyportmidi
Also, have you tried the .c test programs that come with portmidi?
cheers,
On Sun, Jan 25, 2009 at
John Eikenberry wrote:
evil monkey wrote:
I used this AStar in some of my games, and it works very well:
http://www.pygame.org/projects/9/195/
...
http://zhar.net/projects/gameai/
There are a few other python implementations of A* that I know of as well.
They are also linked to
hi,
the pygame.org page has a few pathfinding things here:
http://pygame.org/tags/pathfinding
Also, using the google search of the pygame website, you can find
games that also use pathfinding in them.
A lot of the classic algorithms are represented... Dijkstra's, A*, and
breadth first.
it seems to me that A* only works on tile-based games.
What if my game isn't tile-based?
--- On Sun, 1/25/09, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Sunday, January 25, 2009, 9:20 PM
I need to have an npc take a relatively short route from a to b.
First priority isn't the shortest distance, it's getting there without getting
stuck
My game is in a futuristic setting, so taking the shortest path without
exploring too much
is reasonable because they would have GPS and the
Yanom Mobis wrote:
I need to have an npc take a relatively short route from a to b.
First priority isn't the shortest distance, it's getting there without
getting stuck
My game is in a futuristic setting, so taking the shortest path without
exploring too much
is reasonable because
it seems to me that A* only works on tile-based games.
What if my game isn't tile-based?
A* works on 'nodes', where a node is just some location defined in the
game space. Tile-based games have a very obvious node structure to
them, and so A* is very easily adapted to them. But, really,
You need to construct a graph of possible paths. In a tile-based game this
is easy, but it can be done in other kinds of games the same technique can
be applied. A* is also used in other types of AIs, such a many board games.
As for doing pathfinding in 3D worlds or similar, the word complex is a
On Sun, Jan 25, 2009 at 09:13:28PM -0800, Bill Coderre wrote:
There are still ways that this can get confused or beaten, of course.
Until someone comes out with a low-cost traveling-salesman solver,
however, whatever algorithm you find will have some snags.
On Jan 26, 2009, at 12:53 AM,
Yanom Mobis wrote:
it seems to me that A* only works on tile-based games.
What if my game isn't tile-based?
I'm not sure you think that. A* (or any other pathfinding algorithm)
will work for any search tree. You do need some sort of heuristic,
though, that estimates how far any given
Yanom Mobis wrote:
1) How is pathfinding done?
2) How do you prevent a moving sprite from being caught in a v-shaped rut made
of obstacles? Like this:
__
A - # | B
__|
Others have already talked about the A* Algorithm
a graph, as in just a regular x, y kind of thing?
I don't need an overly complex library, is something less complex available?
--- On Mon, 1/26/09, Noah Kantrowitz n...@coderanger.net wrote:
From: Noah Kantrowitz n...@coderanger.net
Subject: RE: [pygame] Pathfinding
To: pygame-users@seul.org
Complex distance evaluation isn't necessary, but the sprite never getting stuck
is.
--- On Mon, 1/26/09, Joe Strout j...@strout.net wrote:
From: Joe Strout j...@strout.net
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:11 PM
Yanom Mobis wrote:
My game isn't tile-based (probably, I haven't made it yet), but it is 2-d
--- On Mon, 1/26/09, NBarnes nbar...@gmail.com wrote:
From: NBarnes nbar...@gmail.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 6:10 PM
it seems to me that A* only works
A graph, as in one from graph theory: http://en.wikipedia.org/wiki/Graph_theory
On Tue, Jan 27, 2009 at 12:12 PM, Yanom Mobis ya...@rocketmail.com wrote:
Complex distance evaluation isn't necessary, but the sprite never getting
stuck is.
--- On Mon, 1/26/09, Joe Strout j...@strout.net
http://en.wikipedia.org/wiki/Graph_(mathematics)
http://en.wikipedia.org/wiki/Graph_(mathematics)
If you are unclear on what a graph is, I wouldn't recommend trying to write
a pathfinding system youself. Perhaps try something higher-level or a
library that includes one.
--Noah
From:
Yanom Mobis wrote:
Complex distance evaluation isn't necessary, but the sprite never
getting stuck is.
The sprite will never get stuck with any of the algorithms we have
discussed. And you're right, you don't need a complex distance
evaluation for A* -- a simple one will do. (Though the
so is A* the easiest to use?
--- On Mon, 1/26/09, Joe Strout j...@strout.net wrote:
From: Joe Strout j...@strout.net
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 8:14 PM
Yanom Mobis wrote:
Complex distance evaluation isn't necessary, but the
is it possible to install python2.5.4 on top of 2.5.2 ( ./configure make
sudo make install )
on Linux?
Will this break any packages?
yes it will break packages
On Tue, Jan 27, 2009 at 2:23 PM, Yanom Mobis ya...@rocketmail.com wrote:
is it possible to install python2.5.4 on top of 2.5.2 ( ./configure make
sudo make install )
on Linux?
Will this break any packages?
Yanom Mobis wrote:
so is A* the easiest to use?
They're all about the same; they differ only in what order new nodes are
examined. If you have a cost function (which you do), you can do a
least-cost search. If you also have a heuristic (which I think you do),
you can do A*. They'll both
Have you played any of the unreal tournament games? The way it pathfinds is
like what you're asking. It uses a graph ( a bunch of nodes connecting to
each other. It actually pre-calculates pathfinding, but you don't need to
worry about that at first )
The link posted has a good image:
Minor Python versions are simply bug fixes. Python 2.5.4 libraries are
intended as drop-in replacements for those of 2.5.2. Extension modules
compiled and linked against 2.5.2 will also work with 2.5.4. So unless
Linux version control is so finicky as to operate on the minor version
level it
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