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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • Can I set the base path outside of my application directory when binding an image source path to a r

    - by zimmer62
    So I'm trying to display an image that is ouside the path of my application. I only have a relative image path such as "images/background.png" but my images are somewhere else, I might want to choose that base location at runtime so that the binding maps to the proper folder. Such as "e:\data\images\background.png" or "e:\data\theme\images\background.png" <Image Source="{Binding Path=ImagePathWithRelativePath}"/> Is there any way to specify either in XAML or code behind a base directory for those images?

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  • Compose path (with boost::filesystem)

    - by ypnos
    I have a file that describes input data, which is split into several other files. In my descriptor file, I first give the path A that tells where all the other files are found. The originator may set either a relative (to location of the descriptor file) or absolute path. When my program is called, the user gives the name of the descriptor file. It may not be in the current working directory, so the filename B given may also contain directories. For my program to always find the input files at the right places, I need to combine this information. If the path A given is absolute, I need to just that one. If it is relative, I need to concatenate it to the path B (i.e. directory portion of the filename). I thought boost::filesystem::complete may do the job for me. Unfortunately, it seems it is not. I also did not understand how to test wether a path given is absolute or not. Any ideas?

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • Detecting if an object is following a path

    - by justin.m.chase
    I am attempting to take GPS data and track it on a map and see if it follows a given path. I have the path as a set of points and the GPS data streams in as a similar set of points. I am attempting to track the progression of the current position across the path and I am wondering if there are any well known algorithms for this. I have come up with my own that works ok but it is a complex enough problem that I would like to minimize the amount of re-inventing of the wheel that I do. What approach or algorithm would you recommend taking for this problem?

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  • HTML5 Canvas A* Star Path finding

    - by Veyha
    I am trying to learn A* Star Path finding. Library I am using this - https://github.com/qiao/PathFinding.js But I am don't understand one thing how to do. I am need find path from player.x/player.y (player.x and player.y is both 0) to 10/10 This code return array of where I am need to move - var path = finder.findPath(player.x, player.y, 10, 10, grid); I am get array where I am need to move, but how to apply this array to my player.x and player.y? Array structure like - 0: 0 1: 0 length: 2, 0: 1 1: 0 length: 2, ... I am very sorry for my bad English language. Thanks.

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  • CSS absolute DIV causing other absolute DIV problems

    - by Tim
    Hello, I have implemented a chat script which requires an absolutely positioned DIV to be wrapped around the pages content. This is to ensure the chat windows stay at the bottom. The problem is that because of the absolute positioning of this main wrapper, all other absolutely positioned elements (eg. Jquery Auto-completes, datepicker's etc) now scroll up and down with the page. Here is an example of the HTML: <body> <div id="main_container"> <div id="content">Elements like Jquery Autocompletes, Datepickers with absolute positioned elements in here</div> </div> The DIV "main_container" style looks like this: #main_container { width:100%; background-color:#ffffff; /* DO NOT REMOVE THIS; or you'll have issue w/ the scrollbar, when the mouse pointer is on a white space */ overflow-x: hidden; overflow-y: scroll; height:100%; /* this will make sure that the height will extend at the bottom */ position:absolute; /* container div must be absolute, for our fixed bar to work */ } I hope there is a simple fix as the chat script is too good to get rid of. Thanks, Tim

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  • JavaScript: Change to Absolute Positioning

    - by Doug
    I'm trying to center a page on any resolution while still being able to use absolute positioning to move pictures. I figure that the best way would be to have a table positioned relatively in the beginning in the center of the page, then change it to absolute positioning in the onload of the page. I think the correct line is: document.getElementById("Object").style.position = "absolute"; However, I put an alert box after it asking where the left side of the object is, I get undefined. But, if I directly assign it to a position (Object.style.left = 500) I will get that number. So I can assign it a value, meaning it is in absolute position, but I cannot pull a value out of that. Kind of confusing but hopefully it makes sense and someone knows what to do. Thanks.

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  • PHP: Extract direct sub directory from path string

    - by Nebs
    I need to extract the name of the direct sub directory from a full path string. For example, say we have: $str = "dir1/dir2/dir3/dir4/filename.ext"; $dir = "dir1/dir2"; Then the name of the sub-directory in the $str path relative to $dir would be "dir3". Note that $dir never has '/' at the ends. So the function should be: $subdir = getsubdir($str,$dir); echo $subdir; // Outputs "dir3" If $dir="dir1" then the output would be "dir2". If $dir="dir1/dir2/dir3/dir4" then the output would be "" (empty). If $dir="" then the output would be "dir1". Etc.. Currently this is what I have, and it works (as far as I've tested it). I'm just wondering if there's a simpler way since I find I'm using a lot of string functions. Maybe there's some magic regexp to do this in one line? (I'm not too good with regexp unfortunately). function getsubdir($str,$dir) { // Remove the filename $str = dirname($str); // Remove the $dir if(!empty($dir)){ $str = str_replace($dir,"",$str); } // Remove the leading '/' if there is one $si = stripos($str,"/"); if($si == 0){ $str = substr($str,1); } // Remove everything after the subdir (if there is anything) $lastpart = strchr($str,"/"); $str = str_replace($lastpart,"",$str); return $str; } As you can see, it's a little hacky in order to handle some odd cases (no '/' in input, empty input, etc). I hope all that made sense. Any help/suggestions are welcome.

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • Could I do this blind relative to absolute path conversion (for perforce depot paths) better?

    - by wonderfulthunk
    I need to "blindly" (i.e. without access to the filesystem, in this case the source control server) convert some relative paths to absolute paths. So I'm playing with dotdots and indices. For those that are curious I have a log file produced by someone else's tool that sometimes outputs relative paths, and for performance reasons I don't want to access the source control server where the paths are located to check if they're valid and more easily convert them to their absolute path equivalents. I've gone through a number of (probably foolish) iterations trying to get it to work - mostly a few variations of iterating over the array of folders and trying delete_at(index) and delete_at(index-1) but my index kept incrementing while I was deleting elements of the array out from under myself, which didn't work for cases with multiple dotdots. Any tips on improving it in general or specifically the lack of non-consecutive dotdot support would be welcome. Currently this is working with my limited examples, but I think it could be improved. It can't handle non-consecutive '..' directories, and I am probably doing a lot of wasteful (and error-prone) things that I probably don't need to do because I'm a bit of a hack. I've found a lot of examples of converting other types of relative paths using other languages, but none of them seemed to fit my situation. These are my example paths that I need to convert, from: //depot/foo/../bar/single.c //depot/foo/docs/../../other/double.c //depot/foo/usr/bin/../../../else/more/triple.c to: //depot/bar/single.c //depot/other/double.c //depot/else/more/triple.c And my script: begin paths = File.open(ARGV[0]).readlines puts(paths) new_paths = Array.new paths.each { |path| folders = path.split('/') if ( folders.include?('..') ) num_dotdots = 0 first_dotdot = folders.index('..') last_dotdot = folders.rindex('..') folders.each { |item| if ( item == '..' ) num_dotdots += 1 end } if ( first_dotdot and ( num_dotdots > 0 ) ) # this might be redundant? folders.slice!(first_dotdot - num_dotdots..last_dotdot) # dependent on consecutive dotdots only end end folders.map! { |elem| if ( elem !~ /\n/ ) elem = elem + '/' else elem = elem end } new_paths << folders.to_s } puts(new_paths) end

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  • Getting relative path from absolute path in PHP

    - by SpawnCxy
    I noticed that there're some similar questions about this problem when I typed the title,but they seem not be in PHP.So what's the solution to it with a PHP function? To be specified. $a="/home/apache/a/a.php"; $b="/home/root/b/b.php"; $relpath = getRelativePath($a,$b);//needed function,should return '../../root/b/b.php' Any good ideas?Thanks.

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  • CMD: Append to path without duplicating it?

    - by Horst Walter
    For one CMD session I can easily set a new path: SET PATH=%PATH%;"insert custom path here" Doing so in a batch file does not consider whether the custom path is already included. How do I avoid duplicating it (i.e. check whether it is already contained in the PATH "string"). Remarks: Related: How do I append user-defined environment variables to the system variable PATH in Windows 7? Related: How can I permanently append an entry into the system's PATH variable, via command line? Same question for UNIX: Add directory to $PATH if it's not already there

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  • Do I need path finding to make AI avoid obstacles?

    - by yannicuLar
    How do you know when a path-finding algorithm is really needed? There are contexts, where you just want to improve AI navigation to avoid an object, like a space -ship that won't crash on a planet or a car that already knows where to steer, but needs small corrections to avoid a road bump. As I've seen on similar posts, the obvious solution is to implement some path-finding algorithm, most likely like A*, and let your AI-controlled object to navigate through the path. Now, I have the necessary skills to implement a path-finding algorithm, and I'm not being lazy here, but I'm still a bit skeptical on if this is really needed. I have the impression that path-finding is appropriate to navigate through a maze, or picking a path when there are many alternatives. But in obstacle avoidance, when you do know the path, but need to make slight corrections, is path finding really necessary? Even when the obstacles are too sparse or small ? I mean, in real life, when you're driving and notice a bump on the road, you will just have to pick between steering a bit on the left (and have the bump on your right side) or the other way around. You will not consider stopping, or going backwards. A path finding would be appropriate when you need to pick a route through the city, right ? So, are there any other methods to help AI navigation, except path-finding? And if there are, how do you know when path-fining is the appropriate algorithm ? Thanks for any thoughts

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  • Smoothing found path on grid

    - by Denis Ermolin
    I implemented several approaches such as A* and Potential fields for my tower defense game. But I want smooth paths, first I tried to find path on very small grid ( 5x5 pixels per tile) but it is extremly slow. I found nice video showing an RTS demo where paths are found on big grid but units dont move from each cell's center to center. How do I implement such behavior? Some examples would be great.

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • ASP.NET MVC - Find Absolute Path to the App_Data folder from Controller

    - by tyndall
    What is the correct way to find the absolute path to the App_Data folder from a Controller in an ASP.NET MVC project? I'd like to be able to temporarily work with an .xml file and I don't want to hardcode the path. This does not work: [HandleError] public class HomeController : Controller { public ActionResult Index() { string path = VirtualPathUtility.ToAbsolute("~/App_Data/somedata.xml"); //.... do whatever return View(); } } I think outside of the web context VirtualPathUtility.ToAbsolute() doesn't work. string path comes back as "C:\App_Data\somedata.xml" Where should I determine the path of the .xml file in an MVC app? global.asax and stick it an application-level variable?

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  • Finding shortest path on a hexagonal grid

    - by Timothy Mayes
    I'm writing a turn based game that has some simulation elements. One task i'm hung up on currently is with path finding. What I want to do is, each turn, move an ai adventurer one tile closer to his target using his current x,y and his target x,y. In trying to figure this out myself I can determine 4 directions no problem by using dx = currentX - targetY dy = currentY - targetY but I'm not sure how to determine which of the 6 directions is actually the "best" or "shortest" route. For example the way its setup currently I use East, West, NE, NW, SE, SW but to get to the NE tile i move East then NW instead of just moving NW. I hope this wasn't all rambling. Even just a link or two to get me started would be nice. Most of the info i've found is on drawing the grids and groking the wierd coordinate system needed. Thanks in advance Tim

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  • How to change the $PATH in Mac OSX

    - by Samuel Elgozi
    I've installed git via the instaler and not with terminal with commands, and my $PATH changed, the path to the 'local' git was added the the end of the variable, and my $PATH changed to this: /usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/local/git/bin However, that doesnt help me, because i the path to Xcode's git comes first. so what I've done is the next, I added this lines to my '.bash_profile': export PATH="/usr/local/git/bin:$PATH" and now my path is the next: /usr/local/git/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/local/git/bin And I wanted to know how to remove the duplication from the end of the Path so I end up with: /usr/local/git/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin Thanks Ahead! And sorry if my english is too bad..

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  • Changing PATH Environment Variable for all Users. (Ubuntu)

    - by Wally Glutton
    I recently compiled Ruby Enterprise Edition (REE) on an Ubuntu 8.04 server. I would like to update my PATH to ensure this new version of Ruby (found in /opt/ruby_ee/bin) supersedes the older version in /usr/local/bin. (I still want the old version around, though.) I would like these PATH changes to affect all users and crontabs. Attempted Solution #1: The REE documentation recommends placing the REE bin folder at the beginning of the global PATH in /etc/environment. I altered the PATH in this file to read: PATH="/opt/ruby_ee/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" This did not affect my PATH at all. Attempted Solution #2: Next I followed these instructions and updated the PATH setting in /etc/login.defs and /etc/crontab. (I did not change /etc/sudoers.) This didn't affect my PATH either, even after logging out and rebooting the server. Other information: I seem to be having the same problem described here. I'm testing using the commands "echo $PATH" and "ruby -v". My shell is bash. My .bashrc doesn't override my PATH. Yes, I have heard of the Ruby Version Manager project. ;)

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  • A Star Path finding endless loop

    - by PoeHaH
    I have implemented A* algorithm. Sometimes it works, sometimes it doesn't, and it goes through an endless loop. After days of debugging and googling, I hope you can come to the rescue. This is my code: The algorythm: public ArrayList<Coordinate> findClosestPathTo(Coordinate start, Coordinate goal) { ArrayList<Coordinate> closed = new ArrayList<Coordinate>(); ArrayList<Coordinate> open = new ArrayList<Coordinate>(); ArrayList<Coordinate> travelpath = new ArrayList<Coordinate>(); open.add(start); while(open.size()>0) { Coordinate current = searchCoordinateWithLowestF(open); if(current.equals(goal)) { return travelpath; } travelpath.add(current); open.remove(current); closed.add(current); ArrayList<Coordinate> neighbors = current.calculateCoordAdjacencies(true, rowbound, colbound); for(Coordinate n:neighbors) { if(closed.contains(n) || map.isWalkeable(n)) { continue; } int gScore = current.getGvalue() + 1; boolean gScoreIsBest = false; if(!open.contains(n)) { gScoreIsBest = true; n.setHvalue(manhattanHeuristic(n,goal)); open.add(n); } else { if(gScore<n.getGvalue()) { gScoreIsBest = true; } } if(gScoreIsBest) { n.setGvalue(gScore); n.setFvalue(n.getGvalue()+n.getHvalue()); } } } return null; } What I have found out is that it always fails whenever there's an obstacle in the path. If I'm running it on 'open terrain', it seems to work. It seems to be affected by this part: || map.isWalkeable(n) Though, the isWalkeable function seems to work fine. If additional code is needed, I will provide it. Your help is greatly appreciated, Thanks :)

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