sam6175
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| Joined: 16 Aug 2008 |
| Total Posts: 1391 |
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| 17 Jul 2012 07:06 PM |
| Hi, I created a path finding NPC system for my new RPG. It is inspired by the A* Pathfinding method. Essentially there are nodes placed along routes that NPC's can travel upon, and the NPC goes towards the node that leads him to whatever his target is, while taking account of things such as the danger of the path. So the NPC may take a longer path in favor of a shorter dangerous path. Has anyone else experimented with path finding? If so, any ideas? |
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| 17 Jul 2012 08:06 PM |
| No. But I know of a person who has: BJCarpenter |
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aboy5643a
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| Joined: 20 Nov 2010 |
| Total Posts: 2785 |
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| 17 Jul 2012 08:57 PM |
| Yupp A* is pretty standard now. I'd also reccomend Djikstra's algorithm for pathfinding for similar results. |
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sam6175
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| Joined: 16 Aug 2008 |
| Total Posts: 1391 |
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| 18 Jul 2012 12:09 AM |
| I looked into that, but I couldn't get it to go very fast at all. |
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| 18 Jul 2012 12:11 AM |
| Isn't the :MoveTo() enough for pathfinding? It's pretty darn simple. =/ |
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| 18 Jul 2012 12:20 AM |
Move to makes the player humanoid go in a straight line toward the point. Pathfinding in this case accounts for walls, and calculates the fastest (or best) possible route. In short, moveto() is a method of getting to somewhere while a pathfinding system is the plan you use to get there.
-God Bless- |
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| 18 Jul 2012 04:52 AM |
| I my old GUI board game, ( I got rid of it,) the computer would use a basic path finding way of walking to the the side, then forwards to you, avoiding water and other spaces that were considered impossible to cross. |
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| 18 Jul 2012 05:24 AM |
I was going to make something like this, really...
☜▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☜☆☞▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬☞ - Candymaniac, a highly reactive substance. |
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| 18 Jul 2012 10:03 AM |
| Ah, I've made simple pathfinding systems via robots. The best way I know how to do it is: Check the distance between the object and the wall, if it's close enough, check which is farther, the left or the right, then move in that direction. I'd suggest raycasting. |
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Quajii
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| Joined: 25 Sep 2010 |
| Total Posts: 800 |
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| 18 Jul 2012 11:15 AM |
I have no idea why you posted then.
------------------------- ~thedestroyer115, like me? Join my forum fan group!: http://www.roblox.com/Groups/group.aspx?gid=643337~ |
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