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Posts by JekasG

  • Basic Node Based Pathfinding

    • JekasG
    • February 17, 2015 at 12:58 PM

    Hi everyone,


    I am new to pathfinding but i have read and watched through some articles, blogs and videos about Pathfinding.


    Since those that i have read and watched from are mainly for RTS Games, Grid Based Pathfinding.


    I couldnt find any tutorials where it explains in details of how you can make your own Node Based Pathfinding System.


    So i hope, you guys could give me some insightful information to enlight me or even provide useful links which can help me.


    I just want to make a very Basic Node Based Pathfinding system, and from that i hope to work from it to make it into a Pathfinding System suitable for my game.


    Thank you in advance, you help is very much appreciated.

  • Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

    • JekasG
    • February 16, 2015 at 6:05 AM

    So this is how i generate my platforms;


    This is the general idea;

    First i make a forloop, defining how many platforms i want on the Y-Axis then make another forloop inside the first one and instantiate random amounts or defined amounts of platforms, as long as it doesnt reach the xDeadEndPos.


    So this is the details;

    These are all the variables i made

    xStartPos - The very Left Position of the Platform

    xMidPos - The Middle Position of the Platform

    xEndPos - The very Right Position of the Platform

    xDeadStartPos - Restricted Offset that Restricts Platforms from Starting

    xDeadEndPos - Restricted Offset that Restricts Platforms from Ending

    xSpacing - Spacing between each Platform, X - Axis


    Since in Unity3D i dont know how to, define the Middle Position of the object and define the size and then evenly position that size of the gameObject on that position. In addition, it would cause some problems if i do it that way. So what i did was to have xStartPos, xMidPos, and xEndPos.


    First i assign a variable which specifies the spacing of the Y-Axis

    ySpacing - Spacing between each Platform, Y - Axis

    I make a forloop which specifies how much i want on the Y-Axis

    I then make another loop which either set or randomized of how many i want on the X-Axis, but doesnt exceed the Postition of xDeadEndPos

    And this is how the platforms are calcuated

    xStartPos - xDeadStartPos + xSpacing

    xMidPos - ( xStartPos + xSpacing ) / 2

    xEndPos - xStartPos + xSpacing

    xDeadStartPos - new Vector3 ( 5 , this.transform.position , 0 )

    xDeadEndPos - Random.Range ( 55 , this.transform.position, 0 )

    xSpacing - Random.Range ( 3 - 5 )


    Once this is done , I use these information to instantiate the platform

    The process is looped


    At the end of the second loop ySpacing = ySpacing + Random.Range ( 3 - 5 )

    This ends the first loop


    So this is the visual result


    http://s29.postimg.org/6saka7vtj/Plat…ne_Complete.png

  • Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

    • JekasG
    • February 15, 2015 at 5:00 AM

    Hi everyone,


    I am trying to create an algorithm which handles a NavMesh / Point Graph Generation for 2D Procedural Platforms Level in Unity3D.

    The reason why i say NavMesh / Point Graph is because i dont know for sure which one would be better for my 2D Procedural Platform Levels.


    What i believe is that Point Graph would be better.


    The major things i think i would have to face are;

    - Navigating through the Platforms

    - Jumping from a platform to another


    I have read through the basics of Pathfinding;

    - http://arongranberg.com/astar/features#

    - http://www.redblobgames.com/


    Although i have never made a Pathfinding System and my coding skills arent all that good, but i am willing to learn. Please, if possible could you guys reply with simple English. I dont understand the complicated terms. Thanks in advance for that.


    So this is what i have in mind. SInce i know how to say it in theory i dont know how to put it in code. So please, give me advises, criticisms and most of all new theories. Since i already have a working Procedural Platform Generator, I plan to work from that.

    From that Point Graph, I plan to generate Points above the Platforms, on each end. So the AI knows where it can navigate.

    Once it can navigation from one end of the Platform to another. Its time to implement Jumping.

    So to do so, i plan to Raycast some Math Trajectories. So when the Raycast has hit the next platform ( in some way , i havent figured out exactly how ) and it needs to jump to the next platform. Then it will jump.


    Some slight problems i have right now are;

    - Generating the Grid to do the Pathfinding ( Main Problem )

    I know for normal Pathfinding, Normals Linear Grids are used. But i am certain that for my situation i cant use that.

    So how can i generate my Graph ?

    Please include some algorithms

    - How is jumping done ? ( Major - Minor Problem )

    Am i to program some code for the computer to input some buttons so the AI will jump ?

    - How can i perfectly do the Trajectories ? ( Major - Minor Problem )

    - How are cost / weight calculated ? ( Minor Problem )


    Thank you so much. Your help is very much appreciated.

  • A* Pathfinding for Procedural Platformer Levels

    • JekasG
    • February 8, 2015 at 4:43 AM

    I am just wondering . . What kind of grid would i be using for my situation ?

  • A* Pathfinding for Procedural Platformer Levels

    • JekasG
    • February 2, 2015 at 4:49 AM

    Im trying to write code a my Procedural Platformer Game , but i have no idea where to start.

    Ive looked up A* Pathfinding in general, but i cant seem to find A* Pathfinding with Procedural Platformer Levels. That is, jumping from platform to platform.

    So would anyone give me some pointers as to how to approach this problem ?
    That is, taking into the account of the:

    - Enemies Physics ( Gravity , Acceleration, Speed )
    - Enemies jumping from platform to platform

    How would i be coding it different for a normal A* Pathfinding and a Procedural Level.

    Link for A* Pathfinding Tutorial

    - https://www.youtube.com/playlist?list=…pMC9SPnKjfp9eGW

    Link for Procedural Level

    - http://ashblue.github.io/pathfinding-platformer/

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