Pathfinder
admin | June 9, 2010
Today’s improvements to the game consisted in the implementation of a pathfinder functionality.
This will allow AI objects to “travel” across the levels, calculating a path that intentionally avoids predefined areas.
As you can see in the picture above, the program determines particular paths, that represent “walkable areas” (green lines), and unwalkable zones (the areas that surround the red cubes).
These maps are generated automatically, providing an extremely powerful tool to manage AI movements.
The script comes from the A* Pathfinding project from Aron Granberg.
In my particular project I intend to use this path finding functionality to drive AI vessels, such as an ally Zodiac during inflatable boats confrontations.
Another possible usage could be the reenactment of the pursuit between the spy vessel Shonan Maru 2 and the Steve Irwin, challenging each others’ seamanship skills in dangerous mazes of iceberg fields.















