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A* Pathfinding for Procedural Platformer Levels

Discussion in 'Scripting' started by JekasG, Jan 28, 2015.

  1. JekasG

    JekasG

    Joined:
    Nov 2, 2014
    Posts:
    8
    Im trying to write code a my Procedural Platformer Game , but i have no idea where to start.

    Ive looked up A* Pathfinding in general, but i cant seem to find A* Pathfinding with Procedural Platformer Levels. That is, jumping from platform to platform.

    So would anyone give me some pointers as to how to approach this problem ?
    That is, taking into the account of the:

    - Enemies Physics ( Gravity , Acceleration, Speed )
    - Enemies jumping from platform to platform

    How would i be coding it different for a normal A* Pathfinding and a Procedural Level.

    Link for A* Pathfinding Tutorial

    - https://www.youtube.com/playlist?list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW

    Link for Procedural Level

    - http://ashblue.github.io/pathfinding-platformer/
     
  2. tobyheadcast

    tobyheadcast

    Joined:
    Aug 5, 2014
    Posts:
    25
    Have you implemented A* yet ? If not I would do that first so you can get your head around how it works before you start modifying it.
     
  3. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    A* can be used on anything that can be represented by a graph. Simply put nodes on each end of each platform, with links to all of the other nodes that are accessible from there.
     
  4. JekasG

    JekasG

    Joined:
    Nov 2, 2014
    Posts:
    8
    I have no idea where to start. I am using Unity3D.
    I have many question such as,
    How am i to make my tiles ?
    - How can i implement and vary the tiles from my Physics ( e.g. my speed )
    How am i to write my Pathfinding Algorithm ?
     
  5. JekasG

    JekasG

    Joined:
    Nov 2, 2014
    Posts:
    8
    I am just wondering . . What kind of grid would i be using for my situation ?