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Home › Forum › Programming › Game Development › XNA Development › Pathfinding - How to find a dead path?

Pathfinding - How to find a dead path?

Posts 1–15 of 17 · Page 1 of 2
User1
User1
Pathfinding - How to find a dead path?
Hey guys, I'm making a game with XNA and I've ran into a wall...

I'm using A* to find paths for my little bots, but since the terrain is ever-changing, I need to check continually if it is possible to get from Point A to Point B. Using A* to check is very CPU consuming (as I just need a true/false, if there is a path between two points). I've read that A* is the fastest method (better than gready-first or Dijkstra's) so I don't know any other option...

I don't know any algorithm that would be able to quickly calculate if a path exists between two points, short of flying.

Thank you.
#1 · 15y ago
Obama
Obama
HOLY SHIT ITS USER1!
#2 · 15y ago
arunforce
[MPGH]arunforce
A* is the fastest.

Best thing to do is calculate the algorithm every time the map changes, once. If it's like worms, just calculate from one side to the other, then jump inbetween.

If it's 3D you are on your fucking own.
#3 · 15y ago
User1
User1
Yeah but the map changes very fast, and I have multiple bots in various locations all heading toward to one exit. If i want to recalculate, all my bots (probably up to 20 at a time) will have to recalculate their paths. And then I have to check if all 20 bots can still go to the exit. If they are blocked, then the last map change will have to be undone. And no this is a 2D game. Obviously grids are the easiest for path finding so
#4 · 15y ago
arunforce
[MPGH]arunforce
I'd suggest not calculating their full path then.
#5 · 15y ago
User1
User1
Quote Originally Posted by arunforce View Post
I'd suggest not calculating their full path then.
Then what should I calculate to? This is my first game so I'm just kind of learning all of game coding... I'm pretty sure I'm doing a lot of things wrong
#6 · 15y ago
Lolland
Lolland
HOLY SHIT ITS USER1





Where have you been?
#7 · 15y ago
User1
User1
Quote Originally Posted by Lolland View Post
HOLY SHIT ITS USER1





Where have you been?
I've been programming this game and also at school.
#8 · 15y ago
WH
whit
Quote Originally Posted by User1 View Post
I've been programming this game and also at school.
I know where ya really been
#9 · 15y ago
SmartAlley
SmartAlley
Holy shit its user1
#10 · 15y ago
User1
User1
I've just givven up on that and just let my bots get trapped, they'll die a lonely death anyway D:
#11 · 15y ago
Jason
Jason
Quote Originally Posted by SmartAlley View Post
Holy shit its user1
Quote Originally Posted by Lolland View Post
HOLY SHIT ITS USER1


Holy shit people are desperate for sigspace.

WB User1 by the way
#12 · 15y ago
'Bruno
'Bruno
Draw a line between those 2 points and check if the line is inside any other object. Using XNA + .NET libraries shouldn't be that hard. (i'm saying this because all you said was that you need a true/false like answer)

If you are actually calculating that path.. well.. ^^
#13 · 15y ago
Hell_Demon
Hell_Demon
show us some screens of what possible paths might look like, might come up with a custom pathfinding thingie lolol
#14 · 15y ago
User1
User1
Well I need to know if a path exists, it doesn't necessarily need to be a straight path.

Here is a quick video on my current progress, it isn't much so... yeah

#15 · 15y ago
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