Aron Granberg's A* Pathfinding

Hi there

does anyone have a sample script that allows bots to follow a player continuously - Aron Granberg’s A* Pathfinding?

Also is this a cumbersome/taxing process on the game?

I assume games have triggers - if a player walks into an area the pathfinding is activated for a bot/s? Otherwise the bot/s simply are idle? Or maybe they are instantiated at that point too?

Any insight would be great

thanks

Can you give a bit more detail about how the game will operate and what the bots are supposed to do? A* is essentially an intensive search through many possible routes to the target. It will certainly place a load on the CPU, but it can usually be managed successfully. How many bots will there be in the game and what sort of playing environment do they need to navigate through?

Maybe A* isn’t the way to go, if you are just looking for a solution that has bots following the player. There’s the tried and true technique of breadcrumbs, where the player’s path is stored, and the bots can just follow the stored path.

If you want to make a competitive game in terms of todays FPS or RPG you need A*.

Its cumbersome of the system, above 10 units might get too much, but then I’ve personally programmed it using unoptimised Javascript.

I dont know about Aron Granbergs solution and my script isnt free nor is it possible to use in order to understand how it works. It would just confuse you.

As for whether they follow all the time or not that depends. Killing Floor, a modern FPS, has them follow A* from instantiation(they can smell you), other games may go for line of sight(eg Arma) or another game may go for proximity.