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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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AMD Radeon R9 285 Review feat. Powercolor

AMD Radeon R9 285 Review feat. Powercolor

AMD today launches the R9 285, equipped with the new Tonga GPU and set to...
Mod of the Month July 2014 in association with Corsair

Mod of the Month July 2014 in association with Corsair

We've picked six of the best in-progress projects - vote for your favourite

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