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Thread: Pathfinding for waypoint navigation

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    Pathfinding for waypoint navigation

    Hi,

    Can anybody point me to a good tutorial for programming pathfinding for a waypoint navigation system?

    It would have to be nonspecific to any particular programming language since i don't know any of the big boys like C.

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    Re: Pathfinding for waypoint navigation

    A* is a good pathfinding system.

    http://www.policyalmanac.org/games/aStarTutorial.htm

    The example shows it in a grid-based system, but the principles can be extended into a waypoint-based system without much hassle.

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    Re: Pathfinding for waypoint navigation

    Excuse my ignorance...
    I did a google on waypoint-based but I still don't understand what it is in "game terms".
    Can you enlighten me please? <img src="/center/images/graemlins/smile.gif" alt="" />

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    Re: Pathfinding for waypoint navigation

    I thought he meant using the Pathfinder Extension.

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    Re: Pathfinding for waypoint navigation

    Bovril thats very helpful, thank you!

    []Excuse my ignorance...
    I did a google on waypoint-based but I still don't understand what it is in "game terms".
    Can you enlighten me please? <img src="/center/images/graemlins/smile.gif" alt="" /> [/]

    As well as different pathfinding algorithms there are also different navigation methods. Most first person shooter games nowadays use waypoints. A waypoint is a point on the map that connects to other points, basically defining the areas which the AI can pass through. So to get from point A to B, the AI must determine which path to take from waypoint to waypoint.

    I see some games using more advanced methods like navmesh now, that's an interesting google <img src="/center/images/graemlins/wink.gif" alt="" />

    Don't think it's particularly necessary for click though.

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    Re: Pathfinding for waypoint navigation

    I posted this before, but here you go:
    http://www.ai-blog.net/PaulT/PathfindingDemo.exe
    It's a nice little toy.

    But on the subject, I doubt that it would be possible to do a waypoint pathfinding in MMF events that would be any better that what Alien has allready done with his pathfinding extension. For speed reason, C++ is the way to do it.
    Most professional games today use sectorised navmesh pathfinding. Last one I've seen using waypoints was "Brother's In Arms" on the Unreal2 engine.

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    Re: Pathfinding for waypoint navigation

    []But on the subject, I doubt that it would be possible to do a waypoint pathfinding in MMF events that would be any better that what Alien has allready done with his pathfinding extension. For speed reason, C++ is the way to do it. [/]

    I fully agree. but C++ is a little in-acessable to alot of us trying to use pathfinding. hence why we're forced to use either Alien's extension or our own MMF pathfinders (which are very hard to make btw)

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