Game Development Community

Navigation graph

by Firas · in Torque Game Engine · 06/23/2005 (4:42 pm) · 5 replies

Since the AI that come with torque is so simple, I need to implement a navigation graph but I don't know from where I should start I have a good information about A* but the most important thing is to create a 'navgraph' to use A* or DFS or BFS or whatever.

so I need help since I know there is some people here already did one before.

1- where to start?
2- is there any good articals or simple code to do that?
3- how can I distribute nodes on the terrains?

#1
06/24/2005 (12:03 pm)
Look for the CTF resource by Mark Holcomb I think.
it has a great start for you with good documentation.
#2
06/24/2005 (2:44 pm)
1) Try doing a simple test case first. :)

2) For the sort of AI that can navigate a complex scene such as you find in an FPS, the code is rarely simple. :)

3) As sparsely as you can get away with.

Have you tried looking at how the various bots for the major FPSes do their pathfinding? You might try dredging up some old Tribes2 AI tutorials. Check gamedev.net or devmaster.net; they probably have some tutorials on the topic. There are some articles on gamasutra about it, too. Try googling these very forums for some discussions, too. :)
#3
06/24/2005 (4:28 pm)
Clint I sow Mark resource and I implement it but it cover nothing about navigation graph.

Ben:
first thanks for your response, but could you explain in more details about your idea please

coz I google in GG and what i found is just some planes :(

I search in devmaster.net and gamedev.net, I found some articals explain some AI like A*, but there is nothing about navigation graph and about the artical in gamasutra it's good but also very very generic, so it didn't help a lot

I don't know man I feel i'm lost, I'm not a great programmer so I feel I need more help here.

But as a strarting step I think I need follwing:

1- a kind of data structure to hold the nodes info.

2- I need to split the terrain to regions to make the search and placement of the nodes more easier.

3- a placement procedures to put each node in a place and link it to othere nodes and to aviod some places (like lava, waters, ...)

4- an interior placement procedure to but the nodes insode the interiors.

any suggestions, any informations, any starting points?
#4
06/24/2005 (8:50 pm)
There's some very enlightening stuff under these search results:

search.garagegames.com/search?q=terrain+pathfinding&restrict=&btnG=Google+Search...
#5
06/27/2005 (8:06 am)
Ben thanks for the link

but what I found is really didn't give me a good start
I know I complain a lot in this topic but I relly need a help here?