AggrorJorn Posted February 17, 2012 Share Posted February 17, 2012 Allways wondered how to create pathfinding for your game? Check out this in depth tutorial about the A* pathfinding in Leadwerks using LE.NET. This tutorial covers all points of setting up a basic program using the A* algorithm. The tutorial uses LE.NET and Visual Studio 2010. This tutorial covers: Pathfinding in general Dijkstra algorithm Setting up a grid with tiles A* algorithm Getting the path How to improve Download Available! Start project Finished project Powerpoint used in the video http://www.leadwerks.com/werkspace/files/file/321-a-star-a-pathfinding/ 1 Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted February 18, 2012 Share Posted February 18, 2012 Excellent introduction to A Star path finding Aggror. Although you mention it I have to emphasis the importance of using the diagonals too, to get not only a shorter but a more realistic path, but this serves as a good introduction to the subject for anyone coming to this for the first time. Path smoothing techniques can then be introduced to smooth out the direction changes and make the paths (movement) look a little more natural and less mechanical. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
LEFans Posted February 18, 2012 Share Posted February 18, 2012 Very good.Thank you. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
Roland Posted February 18, 2012 Share Posted February 18, 2012 Thank's Aggror. Good tutorial by you, as always. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 20, 2012 Author Share Posted February 20, 2012 Thanks everyone. Excellent introduction to A Star path finding Aggror. Although you mention it I have to emphasis the importance of using the diagonals too, to get not only a shorter but a more realistic path, but this serves as a good introduction to the subject for anyone coming to this for the first time. Yes it is very important. I want to make a tutorial with the A* and a terrain created in Leadwerks. From there on I will add the diagonal heuristic and even a special heuristic for different terrein height. After that I will make some characters walk with steering behaviour. Should be a nice tutorial I think. Quote Link to comment Share on other sites More sharing options...
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