Search Results

Search found 18841 results on 754 pages for 'path finding'.

Page 9/754 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

    Read the article

  • Pathfinding Java library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running AStar in Java, but for fancier stuff like DStar I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

    Read the article

  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

    Read the article

  • Include path of php.ini ignored by Eclipse

    - by Matthieu
    Hi all, I have a PHP script to run. If I run it from the command line, it works fine (include path is set correctly). If I want to run it inside Eclipse (Run as script), then the PHP include path of my php.ini is replaced by Eclipse, with all the libraries I've added to the project. I've configured my PHP executable in Eclipse. I've set the correct PHP executable file, and I selected my php.ini file too (the right one, I've checked). But it is ignored... Help please !

    Read the article

  • Mvc relative path using virtual directory..help!

    - by kevin
    When i drag and drop my image/script/css file into my view, relative path will automatically use to refer on the files. example: <link href="../../Content/style.css" rel="stylesheet" type="text/css" /> <script src="../../Scripts/jquery-min.js" type="text/javascript"></script> <img src="../../Images/logo.jpg" /> It is working fine when i host it on my root directory, but if i'm using virtual directory then only my css file able to refer correctly, the rest will return 404...as it will refer to http://{root}/Images/logo.jpg rather than http://{root}/{virtual directory}/Images/logo.jpg But why css file is working? and how to specify the relative path correctly for both root & virtual directory cases?

    Read the article

  • Kohana3: Absolute path to a file

    - by Svish
    Say I have a file in my kohana 3 website called assets/somefile.jpg. I can get the url to that file by doing echo Url::site('assets/somefile.jpg'); // /kohana/assets/somefile.jpg Is there a way I can get the absolute path to that file? Like if I want to fopen it or get the size of the file or something like that. In other words, I would like to get something like /var/www/kohana/assets/somefile.jpg or W:\www\kohana\assets\somefile.jpg or whatever is the absolute path.

    Read the article

  • php mkdir windows relative path

    - by Vish
    Hi, Want to create a directory on windows from a PHP script. My script is in www/Test directory of Apache and want to create a folder(fold1) inside www/downloads directory. Inside the script, using, $dirName = "../downloads/fold1"; mkdir("{$dirName}"); If we use the full path of dirName like C:\Apache\www\downloads\fold1, it works fine. But want to use relative path since this code will be sent to the client. Please let me know. Thanks, Vish.

    Read the article

  • Path String Concatenation Question in C#.

    - by Nano HE
    Hello. I want to output D:\Learning\CS\Resource\Tutorial\C#LangTutorial But can't work. Compiler error error CS0165: Use of unassigned local variable 'StrPathHead Please give me some advice about how to correct my code or other better solution for my case. Thank you. static void Main(string[] args) { string path = "D:\\Learning\\CS\\Resource\\Book\\C#InDeepth"; int n = 0; string[] words = path.Split('\\'); foreach (string word in words) { string StrPathHead; string StrPath; Console.WriteLine(word); if (word == "Resource") { StrPath = StrPathHead + word + "\\Tutorial\\C#LangTutorial"; } else { StrPathHead += words[n++] + "\\"; } } }

    Read the article

  • C++ argv path specifier

    - by sub
    In the interpreter for my programming languages I have to correctly handle the parts in case the import function is called. I then need to check if such a file is in the /libs folder (located at the same place as my executeable!) and if it doesn't exist I have to check in the directory of the current script. How can I get the exact path to the directory where the executeable is located from argv? What is the best way to remove the file from the end of a path, e.g: C:/a/b/c/file.exe should become C:/a/b/c/

    Read the article

  • What is __path__ useful for?

    - by Jason Baker
    I had never noticed the __path__ attribute that gets defined on some of my packages before today. According to the documentation: Packages support one more special attribute, __path__. This is initialized to be a list containing the name of the directory holding the package’s __init__.py before the code in that file is executed. This variable can be modified; doing so affects future searches for modules and subpackages contained in the package. While this feature is not often needed, it can be used to extend the set of modules found in a package. Could somebody explain to me what exactly this means and why I would ever want to use it?

    Read the article

  • Running python batch file that has a path with SPACE character

    - by prosseek
    The batch file is something like this, I put the python in some directory that has SPACE character in its path. C:\"Documents and Settings"\Administrator\Desktop\bracket\python\python C:\\"Documents and Settings"\\Administrator\\Desktop\\bracket\\[10,20]\\brackettest.py When I run this one, I get this error. C:\Documents and Settings\Administrator\Desktop\bracket\python\python: can't ope n file 'C:\Documents and Settings\\Administrator\\Desktop\\bracket\\[10,20]\\bra ckettest.py': [Errno 2] No such file or directory C:\Documents and Settings\Administrator\Desktop\bracket What might be wrong? Wrapping the path doesn't solve this problem. "C:\\Documents and Settings\\Administrator\\Desktop\\bracket\\[10,20]\\brackettest.py" Are the brackets ('[]') cause of the problem? On Mac, python works well with bracket character.

    Read the article

  • How to normalize SVG path data (cross browser)?

    - by Timo
    I have tried to find a way to implement cross browser path normalizer. There IS a native way which is described here and functional example is here, but it works only in newest Opera (but not in IE, FF, Safari, Chrome). The native way uses pathElm.normalizedPathSegList and it converts all relative coordinates to absolute ones and represents all path segment types as a following subset of types: M,L,C,z. I have found only one javascript code and jsfiddled functional example of it, but it works only in IE and FF. Chrome gives "Uncaught Error: INDEX_SIZE_ERR: DOM Exception 1". How this could be fixed to work also in Opera, Safari and Chrome or is there any other way for normalizing SVG paths?

    Read the article

  • ASP.NET Setting Flash file path for Object tag inside a usercontrol

    - by Shyju
    I have a an ASP.NET user control where i wanto run a flash movie using flashplayer.How can i set the path of flash movie file properly so that this would work in all pages irrespective of the folders. ie; it should work inside a page in FolderA and a page in FolderASub1 which is in FolderA and a page in the Root folder too.My Flash file resides in a Folder called FlashGallery in root.My User control resides in a Subfolder in Root. I am not sure how can use ~ here .Since its(Object tag to play flash) not a server control. And infact i cant place the full relative path too. Anythoughts ?

    Read the article

  • Pathfinding for fleeing

    - by Philipp
    As you know there are plenty of solutions when you wand to find the best path in a 2-dimensional environment which leads from point A to point B. But how do I calculate a path when an object is at point A, and wants to get away from point B, as fast and far as possible? A bit of background information: My game uses a 2d environment which isn't tile-based but has floating point accuracy. The movement is vector-based. The pathfinding is done by partitioning the game world into rectangles which are walkable or non-walkable and building a graph out of their corners. I already have pathfinding between points working by using Dijkstras algorithm. The use-case for the fleeing algorithm is that in certain situations, actors in my game should perceive another actor as a danger and flee from it. The trivial solution would be to just move the actor in a vector in the direction which is opposite from the threat until a "safe" distance was reached or the actor reaches a wall where it then covers in fear. The problem with this approach is that actors will be blocked by small obstacles they could easily get around. As long as moving along the wall wouldn't bring them closer to the threat they could do that, but it would look smarter when they would avoid obstacles in the first place: Another problem I see is with dead ends in the map geometry. In some situations a being must choose between a path which gets it faster away now but ends in a dead end where it would be trapped, or another path which would mean that it wouldn't get that far away from the danger at first (or even a bit closer) but on the other hand would have a much greater long-term reward in that it would eventually get them much further away. So the short-term reward of getting away fast must be somehow valued against the long-term reward of getting away far. There is also another rating problem for situations where an actor should accept to move closer to a minor threat to get away from a much larger threat. But completely ignoring all minor threats would be foolish, too (that's why the actor in this graphic goes out of its way to avoid the minor threat in the upper right area): Are there any standard solutions for this problem?

    Read the article

  • Unit turning in navmesh-based pathfinding

    - by Haddayn
    I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I have units of different shapes (mostly rectangles with different dimensions), and with different turn radii. Additionally some of units can turn in place, and some can move in reverse. So, how to find a path which unit can follow, considering that it can not rotate easily?

    Read the article

  • How do I get the path of the current executed file in python?

    - by Sorin Sbarnea
    This may seam a newbie question but it is not. It looks that common approaches are not always working: Currently I know only two options but none of them looks to work an all cases. sys.argv[0] This means using path = os.path.abspath(os.path.dirname(sys.argv[0])) but this does not work if you are running from another python script from another directory, and this can really happen in real life. __file__ this means that path = os.path.abspath(os.path.dirname(__file__)) but I found that this doesn't work: py2exe that doesn't have a __file__ attribute but there is an workaround. when you run from IDLE with execute() there is no __file__ attribute OS X 10.6 where I get NameError: global name '__file__' is not defined Related questions with incomplete answers: http://stackoverflow.com/questions/1296501/python-find-path-to-file-being-run http://stackoverflow.com/questions/1483827/python-path-to-current-file-depends-on-how-i-execute-the-program http://stackoverflow.com/questions/2259503/how-to-know-the-path-of-the-running-script-in-python http://stackoverflow.com/questions/509742/python-chdir-to-dir-the-py-script-is-in

    Read the article

  • How to know the full path of a file using SSH?

    - by Roy
    Hi I am beginner for SSH stuff but i want to dump a big sql file and for that i need to be able to navigate to the appropriate path in my hosting account. I managed to login to SSH and i typed pwdbut it gave me a shared hosting pathway like /home/content/r/o/s/roshanjonah How Can i go to the path where i upload my files to...i use FTP but in FTP path it just shows / so i cannot go any further back than that...so using SSH how can i come to this path in ftp... Thanks Roshan

    Read the article

  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

    Read the article

  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

    Read the article

  • perl dynamic path given to 'use lib'

    - by Ed Hyer
    So, my code (Perl scripts and Perl modules) sits in a tree like this: trunk/ util/ process/ scripts/ The 'util' directory has, well, utilities, that things in the 'process/' dir need. They get access like this: use FindBin; use lib "$FindBin::Bin/../util"; use UtilityModule qw(all); That construct doesn't care where you start, as long as you're at the same level in the tree as "util/". But I decided that 'scripts/' was getting too crowded, so I created scripts/scripts1 scripts/scripts2 Now I see that this doesn't work. If I run a script 'trunk/scripts/scripts1/call_script.pl', and it calls '/trunk/process/process_script.pl', then 'process_script.pl' will fail trying to get the routines from UtilityModule(), because the path that FindBin returns is the path of the top-level calling script. The first ten ways I thought of to solve this all involved something like: use lib $path_that_came_from_elsewhere; but that seems to be something Perl doesn't like to do, except via that FindBin trick. I tried some things involving BEGIN{} blocks, but i don't really know what I'm doing there, and will likely just end up refactoring. But if someone has some clever insight into this type of problem, this would be a good chance to earn some points!

    Read the article

  • NAnt exec relative path

    - by stacker
    How can I assign to trunk.dir property a relative path to the trunk location? This is my nant.build file: <?xml version="1.0" encoding="utf-8"?> <project name="ProjectName" default="build" xmlns="http://nant.sf.net/release/0.85/nant.xsd"> <!-- Directories --> <property name="trunk.dir" value="C:\Projects\ProjectName" /><!-- I want relative path over here! --> <property name="source.dir" value="${trunk.dir}src\" /> <!-- Working Files --> <property name="msbuild.exe" value="C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\msbuild.exe" /> <property name="solution.sln" value="${source.dir}ProjectName.sln" /> <!-- Called Externally --> <target name="compile"> <!-- Rebuild foces msbuild to clean and build --> <exec program="${msbuild.exe}" commandline="${solution.sln} /t:Rebuild /v:q" /> </target> </project>

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >