Looking for detailed pathfinding examples
I am currently working on a 2D-TopDown game. Now I was looking for pathfinding algorithms. I read and understood A* and Dijkstra. But there are still some questions I have. So I am looking for examples which cover the following topics when it comes to pathfinding:
Collision (Pathfinding should consider obstacles)
How are those algorithms implemented properly in game's AI? I mean do I have to calculate all possible paths? That could be an performance issue?!
I am not using tiles on my maps so how do I get the single nodes for a wighted graph (Dijkstra)?
I would be very pleased if somebody could point me in the right direction.
Thanks in advance!
I am currently working on a 2D-TopDown game. Now I was looking for pathfinding algorithms. I read and understood A* and Dijkstra. But there are still some questions I have. So I am looking for examples which cover the following topics when it comes to pathfinding:
Collision (Pathfinding should consider obstacles)
How are those algorithms implemented properly in game's AI? I mean do I have to calculate all possible paths? That could be an performance issue?!
I am not using tiles on my maps so how do I get the single nodes for a wighted graph (Dijkstra)?
I would be very pleased if somebody could point me in the right direction.
Thanks in advance!
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