background preloader

A* Pathfinding for Beginners

A* Pathfinding for Beginners
By Patrick Lester (Updated July 18, 2005) This article has been translated into Albanian, Chinese, Finnish, German, Greek, Korean, Polish, Portuguese, Romanian, Russian, Serbian, and Spanish. Other translations are welcome. See email address at the bottom of this article. The A* (pronounced A-star) algorithm can be complicated for beginners. While there are many articles on the web that explain A*, most are written for people who understand the basics already. This article does not try to be the definitive work on the subject. Finally, this article is not program-specific. But we are getting ahead of ourselves. Introduction: The Search Area Let’s assume that we have someone who wants to get from point A to point B. [Figure 1] The first thing you should notice is that we have divided our search area into a square grid. These center points are called “nodes”. Starting the Search We begin the search by doing the following: [Figure 2] Path Scoring where H can be estimated in a variety of ways. 1.

The Guide to Implementing 2D Platformers - Game Programming This article was written by Rodrigo Monteiro and originally published on his own blog at Higher-Order Fun and reprinted on our site (thanks to Rodrigo) in order to provide everyone with this great resource. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.

Two-Tiered A* Pathfinding In my main article, A* Pathfinding for Beginners, I described A* in very general terms, and described how to create a single all-purpose pathfinding function. Creating only one pathfinding function, however, can be needlessly limiting. Consider the following RPG situation, and a swordsman who wants to pathfind around a nearby wall: Given this kind of map, you could place nodes in a variety of ways, and use a variety of densities.

Math for Game Developers Video Series I've launched a new Youtube series, Math for Game Developers. Each week I'll be showing how to solve a new problem in game development using math, and I'll be building up a math toolkit that you can use to solve any game dev problem. 1. Moving a character with vectors: 2. More moving characters: Divisor function Divisor function σ 0 ( n ) up to n = 250 Sigma function σ 1 ( n ) up to n = 250 Sum of the squares of divisors, σ 2 ( n ), up to n = 250 Sum of cubes of divisors, σ 3 ( n ) up to n = 250 In mathematics , and specifically in number theory , a divisor function is an arithmetic function related to the divisors of an integer . When referred to as the divisor function, it counts the number of divisors of an integer .

N Tutorial B - Broad-Phase Collision SECTION 3: Object Grid The grid structure described above can also double as a spatial database used to manage dynamic objects. Just as each cell contains information about the tile located in that cell, it can also contain information about each dynamic object currently located in the cell. Each cell contains a list of dynamic objects; as an object moves through the grid, we insert/remove it from each cell's list as appropriate. There are two approaches that can be taken when using a grid with dynamic objects: "normal" grid: each object is associated with all of the cells it touches.

Writing a game in Python with Pygame. Part I Introduction Games are one of the most applicative areas of programming. To write even the simplest games, you have to get into graphics, math, physics and even AI. It’s a great and fun way to practice programming. If you’re a fan of Python (and even if you aren’t) and are interested in games, Pygame is a great library for game programming, and you should definitely check it out.

Animating With Asset Sheets: An Alternative to Blitting So you've got your awesome game in the works, it's got all sorts of complex physics, epic enemy AI or what-have-you. But it feels lifeless. You want some OOMPH, you want some animation! If you go and look up how to animate, the first answer you come across will most likely be a method using spritesheets and blitting. Tic Tac Toe An Introduction to Artificial Intelligence What is Tic Tac Toe? Tic Tac Toe is simply an awesome game. (Although I do have to say that I really think its original name - noughts and crosses - is a whole lot cooler).