Game Development Community

TGB Wishlist, Pathfinding...

by Yves (Kreegrr) · in Torque Game Builder · 04/12/2007 (7:11 am) · 3 replies

Hi guys,

I'd love for TGB to have a built in path finding system, basic paths and a more advanced path system like a*.
I know we can do it in script but it's definitely not optimal.

It could use nodes or arrays..
All we would have to do is feed the array with the terrain data and have methods to access the returned path from our objects.

That would be useful for rpgs, rts, actions games, you name it! I think it would add a tremendous amount of possibilities to the core product.

That's it for now.
Thanks, Yves.

#1
04/12/2007 (8:55 am)
Ynes, there is an A* resource that is done in C++ that utilizes a Tile Layer to determine the 'nodes' ... each tile in the layer has a weight assigned to it, and the system will determine the best route to the target based on weight ... even includes built-in debug symbols that you can toggle on and off ... so you can see the paths it thought of using, and the path it decided on finally ... it's quite simple to use and integrate into the system as well, and it's extremely easy to modify for your own path finding needs as well ... there is also a TDN Article that has example TorqueScript that just sifts through all the sceneobjects in the scenegraph and determines how to move as well ...

the C++ Resource is at: Phil Shenk's A-Star Pathfinding Extension

TDN Article:
TGB/Source/Pathfinding
#2
04/12/2007 (11:02 am)
That's exactly what I needed. Thanks David!
Evening cleared, let's get some pathing going :)
#3
04/12/2007 (11:04 am)
Ynes, for the C++ Resource, be sure to read all the comments ... there are some 'gotchas' with how you use it :)