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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.



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advergame, pathfinder, seashepherd, unity3d
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4 Responses to “Pathfinder”

  1. Kent says:
    September 21, 2011 at 6:19 am

    Hi. Have you managed to get a buoyancy script working together with the A* Pathfinding components? I am trying to build a water and obstacle based scene with a rubber duck, where the duck is supposed to find there way through the water. Separately I can get the two components working, but when I put them together the duck is no longer buoyant, and either sits on top of the water like it was a hard surface, or just sits on the ground under the water like the water isn’t there. If you have any wisdom, clues, or examples you could send my way it would be greatly appreciated. Thanks.

  2. Mina says:
    January 18, 2012 at 4:16 pm

    Wait, I cannot fathom it being so satrightofrawrd.

  3. uptlhdoahl says:
    January 19, 2012 at 9:53 am

    VaAPQA svhwapvgcmlk

  4. uaomjcdls says:
    January 20, 2012 at 7:58 pm

    3mMNO4 zsjprzqhfszh

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