Pathfinding for noobs...

You know you’re a noob when…

you do a forum search for “pathfinding” and don’t understand any of the responses! :sweat_smile:

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.