Tags » Pathfinding

P5 Presentation by Olivier Rodenberg: "The effect of A* pathfinding characteristics on the path length and performance in an octree representation of an indoor point cloud"

P5 Presentation by Olivier Rodenberg: “The effect of A* pathfinding characteristics on the path length and performance  in an octree representation of an indoor point cloud” 234 more words

#geomatics

Mirror's Edge: Flow, Navigation, Free-running

Seeing as the new Mirror’s Edge game has been given a firm release date, and seeing as I’m thinking a lot about architecture and city planning at the moment, I thought I might do a piece looking at the role of navigation in the original  1,128 more words

Video Games & Narrative

Neatly replacing NavMesh with A* in UE4

I’ve been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could’ve just written an A* pathfinder and custom AI code that uses it, but I wondered if there might be a better way – ideally I’d like to just replace NavMesh with my pathfinder, and have the standard AIController/PathFollowingComponent code work with it seamlessly. 643 more words

UE4

Lunch lecture: p3 presentations - Geomatics students

On Tuesday 5 April from 12 to 14 in lecture room R a number of our Geomatics students will tell about their MSc thesis research. You are cordially invited to attend this  lunch meeting. 369 more words

#geomatics

Binary Heap

Despite lack of activity here I have been very busy programming cool stuff which I hope to get around documenting and sharing with you all. 164 more words

A-Star algorithm in unity 3D - part 1

Despite on the a star algorithm, we will try to implement this algorithm to unity 3d c#. Before we start, let’s take a look A-Star algorithm below. 163 more words

Unity3d

Testing out some really, really simple pathfinding

So, ive been tikering along learning some simple pathfinding. Currently the unit avoids any blocked tile.

Awesome, it worked! No touching lava here! Huzzah! I had some problems with the units spawning on blocked tile but after some fiddling i found a way to just nudge the unit to an adjacent tile and checks if that tile is free and places the unit there. 128 more words

GameDev