Author Topic: Has anyone successfully made an A* pathfinding system?  (Read 1129 times)

Currently I'm not aware of any mods that have sophisticated pathfinding for AI (other than trader's unreleased JVS mazes thing, but i think i remember that using nodes), so does this exist?

Great, now I want to try to make a simple pathfinding system.. forget.. Time to go dig up my BL key.

Port did

At least, he bragged to me over steam about it

Port did

At least, he bragged to me over steam about it
port seems to do a lot of stuff and brag about it and then not actually release it or anything so that doesn't really help :(

i guess i could make my own if i sat down and scratched my head a bit at some point

port seems to do a lot of stuff and brag about it and then not actually release it or anything so that doesn't really help :(

i guess i could make my own if i sat down and scratched my head a bit at some point
you could ask him for tips or whatever

The zombie gamemodes have basic pathfinding.

AI is something that's really advanced and hard to do well in scripting level. Without nodes, you'd have raycast every so often (using a schedule) to check if the bot is going to run into anything. This is the best idea I have, somebody has probably thought of something better.

The zombie gamemodes have basic pathfinding.

AI is something that's really advanced and hard to do well in scripting level. Without nodes, you'd have raycast every so often (using a schedule) to check if the bot is going to run into anything. This is the best idea I have, somebody has probably thought of something better.
There's nothing wrong with looped raycast checks. Everyone thinks they are bad and inefficient and laggy but they really are not. So, this is really a good option

i remember that using nodes

A* uses nodes too.

There's nothing wrong with looped raycast checks. Everyone thinks they are bad and inefficient and laggy but they really are not.

Yep. In fact, running 10+ raycasts every frame (schedule interval 0) for every type of object at a distance of 1000+ TU causes no noticeable lag at all (unless the server computer is several decades old).


Just translate the pseudo code into torque.

I have, Port has, and Trigun has.

EDIT: it will be included in a mod I'll be releasing some time in the next 6 months. Modding for BL is boring.

i meant fixed nodes.
A* uses fixed nodes. If you wanted to dynamically compute node placement that's a whole other beast - you'd have to do spatial partitioning or something like that to generate an A*-compatible grid of nodes (or simply use the nearest viable point from one edge of the current spatial partition to the edge of the next partition you need to go through to get to the target with an A* search through the actual partitions, but that still includes the actual spatial partitioning system which isn't SUPER DUPER hard in 2d... but once you get to 3d yeah that's gonna be forgeted probably)