On Wed, Jan 28, 2009 at 4:09 PM, Yanom Mobis ya...@rocketmail.com wrote:
...
I'm just going to make my game tile-based, I guess.
Just a tip: you can have tile-based pathfinding without tile based
graphics. And the tiles don't necessarily have to be the same size as
you might think of when you
so I make a tile-based game, then trick the player into believing it's not
tile-based?
--- On Thu, 1/29/09, Patrick Mullen saluk64...@gmail.com wrote:
From: Patrick Mullen saluk64...@gmail.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Thursday, January 29, 2009, 12:57 PM
wrote:
From: Patrick Mullen saluk64...@gmail.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
oh
--- On Thu, 1/29/09, James Paige b...@hamsterrepublic.com wrote:
From: James Paige b...@hamsterrepublic.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Thursday, January 29, 2009, 5:00 PM
-Inline Attachment Follows-
Any 2D space can be divided into tiles
Yanom Mobis wrote:
ok, i didn't get any of that
There's a mask module in pygame with a Mask class that contains one bit
per pixel. It's not in the online docs yet, but in svn head there's a
method called convolve that takes in another Mask. If you start with a
Mask (lets call it map) which
I'm just going to make my game tile-based, I guess.
--- On Wed, 1/28/09, Michael George mdgeo...@cs.cornell.edu wrote:
From: Michael George mdgeo...@cs.cornell.edu
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Wednesday, January 28, 2009, 8:41 AM
Yanom Mobis wrote:
ok
Here's a tutorial of pathfinding with A*, specifically for PyGame:
http://eli.thegreenplace.net/2009/01/09/writing-a-game-in-python-with-pygame-part-iii/
On Mon, Jan 26, 2009 at 19:01, Michael George mdgeo...@cs.cornell.eduwrote:
Marius Gedminas wrote:
My personal snag with A* is that the
ninmonk...@gmail.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 10:43 PM
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
Yanom Mobis wrote:
is it easier to make the game tile-based?
if I make every pixel a node, and there are 2 obstacles really close
together, how will I make sure something 20 pixels wide doesn't
try to go into a 2 pixel wide opening?
One possibility is to use the new convolution code in
ok, i didn't get any of that
--- On Tue, 1/27/09, Michael George mdgeo...@cs.cornell.edu wrote:
From: Michael George mdgeo...@cs.cornell.edu
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Tuesday, January 27, 2009, 4:38 PM
Yanom Mobis wrote:
is it easier to make the game
On Jan 27, 2009, at 3:36 PM, Yanom Mobis wrote:
is it easier to make the game tile-based?
Probably, but it really depends on the details.
if I make every pixel a node, and there are 2 obstacles really close
together, how will I make sure something 20 pixels wide doesn't
try to go
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Tuesday, January 27, 2009, 5:06 PM
On Jan 27, 2009, at 3:36 PM, Yanom Mobis wrote:
is it easier to make the game tile-based?
Probably, but it really depends on the details.
if I make every pixel a node, and there are 2
On Jan 27, 2009, at 4:48 PM, Yanom Mobis wrote:
my game is 2d, but probably not tile-based.
Ok, in that case a rectangle with a width equal to the frontal width
of the thing parallel to the path will do. Or you could march a
rectangle or circle down the candidate path to check for
Hey Yanom,
Hmm... your game is probably not tile-based? sounds like you aren't
very far along yet... I think you may be worrying a bit too much about
pathfinding now. The truth of the matter is there is no single solution to
pathfinding. There isn't even a best solution. There are some common
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
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
and the like.
--- On Mon, 1/26/09, Brian Fisher br...@hamsterrepublic.com wrote:
From: Brian Fisher br...@hamsterrepublic.com
Subject: Re: [pygame] Pathfinding
To: pygame-users@seul.org
Date: Monday, January 26, 2009, 11:55 AM
On Sun, Jan 25, 2009 at 7:16 PM, Yanom Mobis ya...@rocketmail.com wrote:
1
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,
is a
vast understatement.
--Noah
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Yanom Mobis
Sent: Monday, January 26, 2009 3:39 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Pathfinding
it seems to me that A* only works on tile-based games.
What
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
:
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:
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
: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Yanom Mobis
Sent: Monday, January 26, 2009 5:12 PM
To: pygame-users@seul.org
Subject: RE: [pygame] Pathfinding
a graph, as in just a regular x, y kind of thing?
I don't need an overly complex library, is something less
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
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:
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
__|
Where A and B are the points the sprite needs to travel,
# is the sprite,
- is the direction the
1) People can, and do, get PhDs in pathfinding algorithms. A*
(pronounced a-star) is the most commonly used algorithm in games though.
2) Alter the chain length score computation to reduce exploitation.
--Noah
On Jan 25, 2009, at 7:16 PM, Yanom Mobis wrote:
1) How is pathfinding done?
2)
On Jan 25, 2009, at 7:16 PM, 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
__|
Where A and B are the points the sprite needs
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