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Question by lilfranker619 · Mar 27, 2012 at 11:51 PM · aipathfindingastar

Splitting scene into nodes for A*

Hello, I have been studying A* for a while now and would like to code it my self (not use external modules). However the one thing I cannot wrap my head around is how to break up the scene into individual nodes so that I can keep a list of open and closed nodes for A*

Thanks

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avatar image syclamoth · Mar 27, 2012 at 11:52 PM 1
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... which is the most complex problem in the entire thing.

avatar image lilfranker619 · Mar 28, 2012 at 12:07 AM 0
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That may be the case, which would explain why I dont understand it

avatar image kromenak · Mar 28, 2012 at 12:22 AM 0
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It has been awhile since I've done A* stuff, but I think you can create an A* Node component and then place the nodes in the scene. Each node component can keep a list of nodes that it connects to, and the price/weight of getting to that node.

When perfor$$anonymous$$g A* for a character, you have the character find the nearest node, and then perform A* to the goal. I think there are problems if a character can't see any nodes - then he is just stuck. I also believe that you can also have pickups, like medkits, double as path nodes so characters can easily find them.

Sorry to be so general, but I haven't done A* since I was in school!

avatar image lilfranker619 · Mar 28, 2012 at 12:33 AM 0
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Thanks for the help! The only thing is I know that I could manually put down pathnodes but id hope it would be more generilized so that I could theoretically put the object anyware and have it find it's way around without setting thousdans of pathnodes around the scene

avatar image syclamoth · Mar 28, 2012 at 12:49 AM 0
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Well, the problem is that that is really complex. Automatically generating a graph that can be used for A* is far more complicated than calculating the solution itself, given an existing graph.

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