this post was submitted on 08 Jul 2023
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Hoping for some advice on AI pathfinding terminology

Basically I have a town made of individual hex shaped tiles with buildings on them. Each tile will have footpaths too, and my little people will hopefully wander around the paths, travelling to other tiles via their path connections.

I'm fine with learning this stuff but just not sure exactly what terms to search for to get started!

Should I be looking up specific #Godot features for finding routes? Algorithms? Help!

@gamedev #GameDev

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[–] loregret@mastodon.gamedev.place 4 points 2 years ago* (last edited 2 years ago) (1 children)
[–] teahands@mastodon.gamedev.place 2 points 2 years ago

@loregret @gamedev Appreciate the homework, thank you :D

[–] dev_ric@fosstodon.org 2 points 2 years ago

@teahands @gamedev you probably want to start by looking up A* pathfinding. Essentially it's just a way of calculating the shortest route between two places by scoring each adjacent tile from every other, based on how many hops it took to get there. Same maths however many adjacents you have so it should work for hex quite nicely. I'm 99.9% certain a YouTube search will explain better than I can...

[–] bluestarultor@tech.lgbt 1 points 2 years ago* (last edited 2 years ago) (1 children)

@teahands @gamedev A* ("A star") might be a friendly starting point. It's generally intended for square grids, but a little algebra to get the right distance for the angles might make it possible to extend to hexagons. Even if you don't end up using any part of it, just understanding it might help for fundamentals.

[–] teahands@mastodon.gamedev.place 1 points 2 years ago

@bluestarultor @gamedev Fundamentals is absolutely what I'm missing here so thank you very much. Baby steps, and all that!

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