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Thread: New Pathfinding Example (extensionless)

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLC

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    New Pathfinding Example (extensionless)

    This is an example of a breadth first, flow-field pathfinding system.
    It doesn't require any extensions, and therefore should theoretically be compatible with any and all exporters.

    It is specifically designed to have a minimal impact on overall system performance, which it achieves by spreading the very computationally expensive pathfinding process across multiple frames (it does not update instantly). It is also adaptive, dynamically balancing pathfinding performance with system load, to ensure a stable framerate.

    Because of this, it is particularly well suited to games with:
    - very large maps.
    - a very large number of objects searching for the target(s).
    - multiple targets.

    For example, a Tower Defense clone, or a game with a horde of zombies chasing the player.

    It is NOT suitable for finding a path between just two points - for example, a point and click adventure game. It will work, but the A* algorithm would be much more efficient in this case.

    Note that this example uses a cellSize of 5 x 5 pixels only in order to demonstrate performance on a large map (100 x 100 tiles). This value can and should be adjusted before use in a game (it's in one of the Pathfinding object's alterable values).



    Download:
    https://1drv.ms/u/s!Atq7cUIJ7uextBgk...yXnoF?e=VbF79s

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleInstall Creator Pro
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    Very Nice!

    Thank you making and sharing this MuddyMole.
    I will have future needs for this!

  3. #3
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Impressive, amazing work!
    Thank you for sharing it

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    Thanks for the share, your examples are always very useful.

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    Quote Originally Posted by MuddyMole View Post
    This is an example of a breadth first, flow-field pathfinding system.
    It doesn't require any extensions, and therefore should theoretically be compatible with any and all exporters.

    It is specifically designed to have a minimal impact on overall system performance, which it achieves by spreading the very computationally expensive pathfinding process across multiple frames (it does not update instantly). It is also adaptive, dynamically balancing pathfinding performance with system load, to ensure a stable framerate.

    Because of this, it is particularly well suited to games with:
    - very large maps.
    - a very large number of objects searching for the target(s).
    - multiple targets.

    For example, a Tower Defense clone, or a game with a horde of zombies chasing the player.

    It is NOT suitable for finding a path between just two points - for example, a point and click adventure game. It will work, but the A* algorithm would be much more efficient in this case.

    Note that this example uses a cellSize of 5 x 5 pixels only in order to demonstrate performance on a large map (100 x 100 tiles). This value can and should be adjusted before use in a game (it's in one of the Pathfinding object's alterable values).



    Download:
    https://1drv.ms/u/s!Atq7cUIJ7uextBgk...yXnoF?e=VbF79s
    This is insane. Very nice work

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    Amazing! thanks for sharing!

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    Just another day in geniusland for Muddymole

  8. #8
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    Muddymole is a hero, and when it will release a pathfinding for point and click games he will become my favourite hero of all time!

  9. #9
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLC

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    Thanks all!
    Not sure about that point and click pathfinding. I did get fairly close, and in theory it's not that tough - it was just all those awkward edge cases that kept causing problems!
    The code snippets here look interesting: https://www.david-gouveia.com/pathfi...-polygonal-map
    The author specifically mentions "some extra code added for tolerance near the edges", so it might help with those edge cases... Not sure I feel like having another go at the moment though.

  10. #10
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    NaitorStudios's Avatar
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    MuddyMole, here's something that has always been a challenge...
    Do you think a extensionless navigation mesh pathfinder is possible?

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