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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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Custom PC Issue 105

Custom PC Issue 105

The June 2012 issue of Custom PC is bursting with goodies, including an overlocking masterclass, a huge monitors labs test, and a chat with the EVP of Remedy, about the next game from the makers of Max Payne...

Get 3 Issues for just £1
PC Hardware Buyer's Guide May 2012

PC Hardware Buyer's Guide May 2012

Our monthly guide to getting the best components for your PC build,...
Hardware 29 – We are not Server Admins

Hardware 29 – We are not Server Admins

Now that both Intel and AMD have released their next-gen, super-fast...
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