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Re: PathfindingService

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
01 Jun 2015 12:04 PM
How does it work exactly?
the only way I could think of is, check the nearest voxel to the person that goes in the direction Target.Position - Human.Position and then keep checking from there, and when it fails, come back to check out other voxels... etc etc...
(or not voxels, sry I keep getting mixed up with all these names, I'm having a headache already)
but am sure Roblox does it more efficiently than that!
anyone at least able to guess how?

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Trioxide is not online. Trioxide
Joined: 29 Mar 2011
Total Posts: 32902
01 Jun 2015 12:06 PM
google "pathfinding algorithms"
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BJCarpenter is not online. BJCarpenter
Joined: 04 Nov 2008
Total Posts: 4416
01 Jun 2015 12:08 PM
There is't much of a mistery to it. You can look it up on the Roblox Wiki, and there is a very good article on A* pathfinding on Wikipedia, as well.
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nQqzRYVpIKA5jLP is not online. nQqzRYVpIKA5jLP
Joined: 05 Mar 2015
Total Posts: 4135
01 Jun 2015 12:09 PM
If you're using PathfindingService then the pathfinding itself is already done for you.
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
01 Jun 2015 12:11 PM
Trio, k, thnx.

nQ, what am saying is, am interested in learning how things work on the inside :P

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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
01 Jun 2015 12:19 PM
I found a Wiki page about it... I understood half of it XD

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BJCarpenter is not online. BJCarpenter
Joined: 04 Nov 2008
Total Posts: 4416
01 Jun 2015 12:20 PM
http://en.wikipedia.org/wiki/A*_search_algorithm

Pseudocode[edit]

The following pseudocode describes the algorithm[dubious – discuss]:


function A*(start,goal)
closedset := the empty set // The set of nodes already evaluated.
openset := {start} // The set of tentative nodes to be evaluated, initially containing the start node
came_from := the empty map // The map of navigated nodes.

g_score[start] := 0 // Cost from start along best known path.
// Estimated total cost from start to goal through y.
f_score[start] := g_score[start] + heuristic_cost_estimate(start, goal)

while openset is not empty
current := the node in openset having the lowest f_score[] value
if current = goal
return reconstruct_path(came_from, goal)

remove current from openset
add current to closedset
for each neighbor in neighbor_nodes(current)
if neighbor in closedset
continue
tentative_g_score := g_score[current] + dist_between(current,neighbor)

if neighbor not in openset or tentative_g_score < g_score[neighbor]
came_from[neighbor] := current
g_score[neighbor] := tentative_g_score
f_score[neighbor] := g_score[neighbor] + heuristic_cost_estimate(neighbor, goal)
if neighbor not in openset
add neighbor to openset

return failure

function reconstruct_path(came_from,current)
total_path := [current]
while current in came_from:
current := came_from[current]
total_path.append(current)
return total_path
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Kapitanovas is not online. Kapitanovas
Joined: 09 Sep 2012
Total Posts: 4216
01 Jun 2015 01:09 PM
looks kinda complicated with all these Symbols and stuff :/

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