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Developer Blog: Making the AI Work

Posted on 11th Aug 2010 at 10:31 by Mode 7 with 10 comments

This week I'll hand over to Frozen Synapse's Lead Designer, Ian Hardingham, who has just had a breakthrough with creating Frozen Synapse's pathfinding engine... - Paul Taylor

I'm pleased with myself today.

The pathfinding in FS has always been atrocious – experienced players pretty much have to use shift all the time to bypass it. It’s a pain in the ass. Here’s a great example of it going wrong, below.

Developer Blog: Making the AI Work Developer Blog: Interface Design
Artificial Intelligence is no match for Natural Stupidity

The reason pathfinding sucks so much is that my algorithm for it is terrible – it splits the levels up into a grid, each square about the size of a unit. It then checks each square for obstacles. It’s a really innaccurate representation of the level.

This weekend I was reading up on advanced pathfinding stuff, and considering using some kind of Navmesh with movement polygons. Then I was hit by a flash of inspiration – the only thing that matters in FS is corners. If you ever want to make a path in FS, you only ever use the corners to get there – the only points I need in my nav-graph are the corners! Here’s my code for identifying the corners in action...

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Assassin's Creed: Unity Review

Assassin's Creed: Unity Review

Ubisoft's latest historical hitman game is less of a coup-de-grace and...
Meet the new Caseking Selective Fire systems by der8auer

Meet the new Caseking Selective Fire systems by der8auer

Germany's no. 1 overclocker, der8auer, has designed three awesome systems...

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