I am making a 3D Pacman Game using Blueprints and the UE4 standard NavMesh pathfinding algorithm. It works all fine, but I can't get the pathfinding to prevent 180 degree turns. In Pacman, the ghosts can't directly turn around and have to find another path instead. Does anyone have an idea how to achieve this? (im a complete path finding Noob)
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So I'm working on a game where I want my AI to be able to smoothly climb obstacles from any point around the obstacle but I'm having a hard time trying to figure out how to do this. I know I can use off mesh links to have enemies go on to obstacles but the problem is that they all funnel from a single point and it looks very unnatural. Now I could make a bunch of off mesh links for each obstacle, but I have a lot of obstacles I want to be climbable and that's not very efficient.
Is there a good way to go about this that I can make all of my AI climb at any point around an obstacle? I'm currently using A* Pathfinding but this is kind of a must for my game so any ideas regardless of if A* can do it are welcome.
I am making a 2D game with unity with procedural generation, i wanted to make it so enemies spawn after a certain amount of time in a random spot, my problem is that i could not find a way to make their A* pathfinding script 2D, how would i go about toggling that in via a script during runtime?
I have been working on creating a pathfinding solution similar to that in the game Craft the World (https://youtu.be/59z-TTeetAg?t=359), according to the tip from the dev team, the pathfinding algorithm is based on a-star, but a-star official document says it's not compatabile with 2D platformer game, so they must have made some important changes.
The character in the game can climb wall/ladder, find its path to any place without the need of jumping in a 2D platformer level.
I've checked many documents and tutorial about 2D platformer pathfinding, but the gameplays are different, and some solution are AI-based which is not the way Craft the World does.
I'm wondering if I can have some tips on how to make such pathfinding solution.
Thanks very much.
Trying to make a game in Unity and I need a fairly complex house, i'm fairly experienced with Blender, and familiar with Unity, but mesh colliders don't work, convex or not, and making a bunch of differently-shaped colliders seems like a complex way to complete a simple task :/ .
I managed to make a video tutorial in regards of this.
Check this out Blender to Unity if you have the spare time.
Cheers!
I am currently developing a Tower Defense game for the Android platform using the AndEngine. My enemies (animated sprite extended class) have hard coded pathing. I'd like to switch to something better where the enemies can determine for themselves where to go. I am using TMX maps. Please refer to the following map:
The 2 hexagonal tiles are spawn locations for the enemies. I have 2 questions abou A* Pathing.
At point A is it possible to make sure the enemy doesn't turn down the path towards the other spawn location?
From what I've been told A* Pathing looks for shortest distance, so is there a way to have the enemy randomly select which way to go at point B?
If A* Pathing is sufficient for these test cases, can you supply me a link to a tutorial/example? I haven't found much help through Google.
If A* Pathing can't do this, what are my other options?
In order to use A*, you need to know where the enemy is trying to get to. If you randomize the target locations of the enemies between the two exit points at the right, they should work correctly.