Pathfinding using A* algorithm
Pathfinding using A* algorithm
http://a-star-algorithm-implementation. ... tation.zip
Now I just gotta figure out how to apply this to 3d space
Now I just gotta figure out how to apply this to 3d space
I haven't taken a look at that archive, however just think of 3d space as a 3-dimensional array when it comes to the 'map'. Basically all searching and checking and calculating done also gets done in 18 more 'squares' where in 2d it's 9 (well maximum anyways).
Just think of a cube 10x10x10 element array filled with '0's and ' 's and other symbols meaning a walkable space is there or a wall or etc. Then apply the same logic and math and whatnot as used in a 2d A* version, just take into account the new direction of movement (in and out) and the new diagonals.
Just think of a cube 10x10x10 element array filled with '0's and ' 's and other symbols meaning a walkable space is there or a wall or etc. Then apply the same logic and math and whatnot as used in a 2d A* version, just take into account the new direction of movement (in and out) and the new diagonals.
Depends on what you mean by 3d space.
If it is for a space sim, you could probably just get away going in a straight line to the target, and steering around the anything that is in the way.
There are a few ways way to steer around an object might work like this:
That has demonstrations of techniques for avoiding obstacles in 3d like space and still getting to the target.
A* in true 3D is too impractical
If it is for a space sim, you could probably just get away going in a straight line to the target, and steering around the anything that is in the way.
There are a few ways way to steer around an object might work like this:
- Cast a ray from your position to the target
Does it intersect with an object.
Get the centre of the triangle that ray intersects with
Push that centre out by the triangles normal by about 25% of how wide the object is
Get a perpendicular vector to the normal
Travel along that vector for %25 of the objects width
Goto step 1
That has demonstrations of techniques for avoiding obstacles in 3d like space and still getting to the target.
A* in true 3D is too impractical
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For 3D pathfinding you can check this :
http://sourceforge.net/projects/argorha/
Right now I'm checking to make an Illricht implementation
http://sourceforge.net/projects/argorha/
Right now I'm checking to make an Illricht implementation
This project also looks very interesting: http://sourceforge.net/projects/twang/
This is pre-alpha version and has got many bugs, but looks fine:)
This is pre-alpha version and has got many bugs, but looks fine:)
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
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You need to download the media package and extract it into the same package as the bin_zip. I'm trying to change engine because of this, too hard to use. I cannot put both package into a unique one because of space issues with source forge.
To use the demo, make sure to read http://argorha.wiki.sourceforge.net/How+to+use
To use the demo, make sure to read http://argorha.wiki.sourceforge.net/How+to+use