Re: [Flashcoders] Pathfinding with dynamic objects
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Pathfinding with dynamic objects
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 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Pathfinding
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. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Pathfinding
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 > ___ > Flashcoders mailing list > Flashcoders@chattyfig.figleaf.com > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > -- - Franto http://blog.franto.com http://www.flashcoders.sk ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Pathfinding
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Pathfinding
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 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- _ < __ __ > < | | \/ ___\ Chris Hill > < | | / /_/ > [EMAIL PROTECTED]> < |/\___ / http://ubergeek.tv > < /_/ The Smell of Geek! > <-> ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Pathfinding
Does anyone have a good implementation of a pathfinding algorithm, preferably for a typical side scrolling adventure game type interface? -- Toon Van de Putte ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders