Although the blog post mentions Boids steering and "horizon analysis". And a blog post about a AI navigation presentation at GDC 2011 mentioned that Starcraft 2 uses a constrained delaunay triangulation for a navmesh. I've heard of but not read Computational Geometry: Algorithms and Applications. If it matters I've already looked at Amit’s Notes about Path-Finding. There is so much stuff out there I don't know what to look at and what to ignore. It sort of boggles my mind that there isn't a single source detailed explaination tutorial on the basics of the stuff. I'm looking for some gritty detailed explaination and not the generic super high level overviews that I've seen typical in search results. ![]() For a new buildings added does Starcraft 2 rebuild a new navmesh? How does Starcraft 2 pathfinding deal with the fact that the units are discs with a finite radius and not points when dealing with corners? And how does it deal with dynamic obstacles like idle units? Units are discs not polygons so treating them as part of the navmesh shouldn't make sense right? And how does pathfinding figure out that big units won't be able to fit through a far away narrow space. But Starcraft II seems to not have the problem of A* going the "wrong way" around an obstacle because of a "shorter" pre-funnel filtered path. What exactly are the nodes of A* on navmesh? I don't see how any choice of nodes would allow A* on navmesh with a funnel filter to guarantee the path is optimal. And then use funnel to straighten out the path.Īn older post has an answer that says "Starcraft II uses a constrained Delaunay triangulation of the map terrain and buildings to produce a navmesh A* with a funnel filter is used to path along this mesh, taking into account unit radii then local steering and collision avoidance layers are added on top of that" One thing I keep encountering has something to do with doing A* over a navmesh. But I've gotten somewhat conflicting or unclear answers on what I should do. But I do want a path finder better than that used in Starcraft 1.įrom the Google searches I've done the various answers have something to do with A* over a navigation mesh and/or dealing with some kind of "visibility graph". In fact I like how in Starcraft 1 the units would interfere with each other. I'm not looking for all the sophisticated features like flocking, queueing, etc. ![]() Please note: All of these cheat codes have been added deliberately to the game and unlike third-party hacks or cheats won’t flag an account for suspension.I've been trying to figure out how to implement something like the pathfinding in Starcraft 2. (**)These codes do not work in the Heart of the Swarm Campaign. ![]() (*)Unlike other cheat codes, using the Easter Egg Cheat Code, “OverEngineeredCodPiece” will not prevent achievement earning. Opens all Missions (Ability to Jump to Missions)Īllows Access to all UNN TV News BroadcastsĪdds 5000 Terrazine to the Available Resources Cheat CodeĪdds 5000 Minerals to the Available ResourcesĪdds 5000 of each Resource to the Available Resourcesĭisables Victory Conditions to Allow Continued PlayĪll Units and Buildings are Free to Build (No Cost) Caution: Before using cheat codes, it’s important to understand that using them will prevent additional achievement gains you might have earned through normal play until either a new campaign is started or a prior save (from before the use of the first cheat) is loaded.
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