You know you’re a noob when…
you do a forum search for “pathfinding” and don’t understand any of the responses! ![]()
Anyone care to point me to a resource for pathfinding information in plain English and babysteps?
You know you’re a noob when…
you do a forum search for “pathfinding” and don’t understand any of the responses! ![]()
Anyone care to point me to a resource for pathfinding information in plain English and babysteps?
If you’re up for buying a book, AI For Game Developers (an o’rielly book) is okay.
It starts at the basics.
-Jon
Well, I was wondering more along the lines of how basic pathfinding is implemented in Unity…
a good place to start:
http://theory.stanford.edu/~amitp/GameProgramming/index.html
i have a lot more links but they’re in a backup ATM (i recently got a new mac). let me know if you need any more i’ll get some up later.
not exactly what you want i think the racing tut shows you how to set up waypoints so the ai knows where to go. more like what you want… in the fps tut i think the robots follow paths - short paths but maybe give you some direction.
haven’t really looked that close at either. so i may be wrong…
oh, not much that i’ve seen so far but there’s this:
http://forum.unity3d.com/viewtopic.php?t=159&highlight=pathfinding
i’m waiting for the third part of the FPS tutorial myself (which should show their implementation). i think its a bit simpler, but probably a good start.
EDIT:
also here’s one of my older posts:
http://forum.unity3d.com/viewtopic.php?t=1960&highlight=pathfinding
What is A*Pathfinding? (I told you I’m a noob).
its the most popular algorithm for pathfinding. i really didn’t get very far with it before i moved to something else so i don’t know much myself, but here are some more links:
basic explanation:
http://theory.stanford.edu/~amitp/GameProgramming/AStarComparison.html
more complex one:
http://www.policyalmanac.org/games/aStarTutorial.htm
an example C# implementation:
http://www.codeproject.com/cs/algorithms/csharppathfind.asp
You really probably don’t want to start mucking with things like A* from scratch unless you have some significant programming experience.
I’d suggest looking at the FPS tutorial or the Racing tutorial and looking at the waypoint stuff in there.
-Jon
lol you could say that again ; )
IMO the racing tut isn’t really that useful for enemy pathfinding - its not “find the best waypoint”, its “find the next one”.
island i’d check out the scripts in the FPS tut for now.
A* is really just an implementation of Djikstra’s algorithm so isf you are more into maths and statistics than programmers you may understand his shortest path algorithms better than a description of A*.
The difference is A* is more interested in a general state-search pattern while the other is exactly what it says on the tin - shortest path finding.
Well it is from what I remember of my degree anyway.