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Messages - creatorlars

#41
Cool, thanks for the reply. :) 

From what I understand, A* and Djikstra are variants on a similar algorithm, so maybe I'm not so far off.  I completely understand that this engine is the result of TONS of hard work and that you may not want to divulge your methods or "trade secrets", but in the case that you don't mind, could you elaborate more on the general methodology behind your pathfinding routines?  I am genuinely curious, because the only real examples I can find apply only to tile-based games, and this is much different from a game where a character can occupy any pixel on the screen.  Are you using a line-of-sight type method?  Or do you treat each pixel on the screen as a tile in a grid?  Are you pre-calculating paths or movement nodes when the room loads or does it all happen at runtime? 

My method seems to work okay so far, but involves strategically placing waypoints beforehand, and could perform slowly on rooms with more than a  dozen nodes (which must be placed at the corners of obstacles).  It was very slow until I started precalculating line-of-sight between existing nodes when the room loads... but since the character's current position and target position are usually not _exactly_ at the X/Y of a movement node, it has to calculate those at runtime.  It should be fine in my application, but I know there is a better way....

I pulled up KQ6 the other day, and it SEEMED like there was a slight pause when I tried to complicate the pathfinding engine by putting a lot of obstacles between the player sprite and the destination... maybe I'm imagining things though.

Again, my utmost respect if you'd rather not talk about your methods. :)  I will probably be hanging out here a lot, and am really impressed by the quality of content and community.
#42
Hello AGS Community -- This is my first post.

I'm creating a LucasArts/Sierra/AGS style adventure game engine in Adobe Flash, and it's almost finished.  I'm having a lot of fun with the project and am looking forward to posting a demo soon.  The reason I'm posting here is to see if anyone has information on how AGS, or older adventure games handled character pathfinding. 

I have just implemented a pathfinding method in my engine based on the A* algorithm, using movement nodes placed beforehand at the corners of big obstacles.  The algorithm detects line of site to the destination and if there is an obstruction, the shortest path to the destination point is calculated as an array of waypoints. 

This seems very clunky and inefficient, however, considering how simple most adventure games are in their pathfinding needs (you want to be able to click on the other side of a table and see the character walk around it -- not have a million enemies chasing you around a maze!).  It seems like there's got to be a simpler, more specialized solution for this type of game.  Any information or advice would be greatly appreciated! 

Cheers,
Lars Larsen

P.S.  If AGS had existed when was 12 years old, the path of my teenage years would have been drastically altered...! :)  This is such a great project.
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