Re: [Flashcoders] Pathfinding with dynamic objects

2006-11-09 Thread Pedro Rodrigues

if you consider that the object they are atempting to circumvent is
"static" at the moment of path calculation it is the same has
calculating with always static objects.


From Gamedev.net:

http://www.gamedev.net/reference/list.asp?categoryid=18#194

http://www.geocities.com/jheyesjones/pseudocode.html
A* Algorithm turorial - Pseudocode window

http://www.gamasutra.com/features/19990212/sm_01.htm
Gamasutra - Features - "Smart Moves: Intelligent Path Finding" [02.12.99]

http://www.gamasutra.com/features/2626/brockington_01.htm
Gamasutra - Features - "Pawn Captures Wyvern: How Computers Chess Can
Improve Your Pathfinding" [06.26.00]

http://www.gamasutra.com/features/20010314/pinter_01.htm
Gamasutra - Features - "Toward More Realistic Pathfinding" [03.14.01]


On 11/9/06, Matt Muller <[EMAIL PROTECTED]> wrote:

Hi can anyone point me in the right direction. Im trying to build a 2d scene
where poeple are crossing over a road from each opposite side, they are
circular in shape and the scene is from above, but they need to pause when
they collide and then move around eachother to get to their target position.

The only pathfinding scripts I can find are dealing with static objects

Thanks for any pointers.

Cheers

MaTT
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[Flashcoders] Pathfinding with dynamic objects

2006-11-09 Thread Matt Muller

Hi can anyone point me in the right direction. Im trying to build a 2d scene
where poeple are crossing over a road from each opposite side, they are
circular in shape and the scene is from above, but they need to pause when
they collide and then move around eachother to get to their target position.

The only pathfinding scripts I can find are dealing with static objects

Thanks for any pointers.

Cheers

MaTT
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Re: [Flashcoders] Pathfinding

2006-01-04 Thread Alan MacDougall

franto wrote:


http://www.franto.com/blog2/as3-pathfinder-in-big-mazes

with as2 and as3 sources, in as3 it's 100 times faster :)
 

Yeah, I'm resigned to having to rework my entire application once 
ActionScript 3 hits the general-purpose Flash Player level. 
Unfortunately, you can never just wait for the next big thing, because 
if you do, there'll just be another big thing on the horizon.

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Re: [Flashcoders] Pathfinding

2006-01-04 Thread franto
http://www.franto.com/blog2/as3-pathfinder-in-big-mazes

with as2 and as3 sources, in as3 it's 100 times faster :)


On 12/22/05, Alan MacDougall <[EMAIL PROTECTED]> wrote:
> Toon Van de Putte wrote:
>
> >Does anyone have a good implementation of a pathfinding algorithm,
> >preferably for a typical side scrolling adventure game type interface?
> >
> >
> If you're talking about a top-view grid-based game, like Legend of Zelda
> or something, I have some code that's directly applicable. Mail me at
> "signal at alanmacdougall dot com" and I'll send it. If not, look up an
> algorithm named A* (pronounced "A-star") and code your own
> implementation -- here are a few links:
>
> A discussion of how the algorithm works, and why it's better than others
> http://theory.stanford.edu/~amitp/GameProgramming/
>
> A very basic explanation of the algorithm's actual workings
> http://www.policyalmanac.org/games/aStarTutorial.htm
>
> An algorithm to figure out the set of possible destinations for a unit
> http://www.gamedev.net/reference/articles/article724.asp
>
> (I have a working Actionscript implementation of this too, if you'd like.)
>
> Alan MacDougall
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--
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Franto

http://blog.franto.com
http://www.flashcoders.sk
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Re: [Flashcoders] Pathfinding

2005-12-22 Thread Alan MacDougall

Toon Van de Putte wrote:


Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?
 

If you're talking about a top-view grid-based game, like Legend of Zelda 
or something, I have some code that's directly applicable. Mail me at 
"signal at alanmacdougall dot com" and I'll send it. If not, look up an 
algorithm named A* (pronounced "A-star") and code your own 
implementation -- here are a few links:


A discussion of how the algorithm works, and why it's better than others
http://theory.stanford.edu/~amitp/GameProgramming/

A very basic explanation of the algorithm's actual workings
http://www.policyalmanac.org/games/aStarTutorial.htm

An algorithm to figure out the set of possible destinations for a unit
http://www.gamedev.net/reference/articles/article724.asp

(I have a working Actionscript implementation of this too, if you'd like.)

Alan MacDougall
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Re: [Flashcoders] Pathfinding

2005-12-22 Thread Chris Hill

This should get you started:

http://www.electrotank.com/junk/mike/ai/precomputedPathTutorial.html
http://www.tonypa.pri.ee/tbw/tut22.html

Enjoy!
C

Toon Van de Putte wrote:


Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?

--
Toon Van de Putte
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[Flashcoders] Pathfinding

2005-12-22 Thread Toon Van de Putte
Does anyone have a good implementation of a pathfinding algorithm,
preferably for a typical side scrolling adventure game type interface?

--
Toon Van de Putte
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