TACTIC Strategy RPG Engine: Pathfinding Demo

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Uploaded by on Aug 29, 2008

High quality version can be found on my website, at http://www.mephlabs.com/page/tactic_media

Excuse the framerate on this demo, as I had fraps'd it with 2 other games running in the background and running at 30FPS capture rate, the game still runs at 2000+ FPS on average.

This is a demonstration of traversal algorithms using Lua scripting to animate and specialize certain landscape conditions. When a sprite chooses a path that involves a "jump" which is of a height change too large to merely "hop", they will run a script that contains the procedure to cause a jumping animation, or in the opposite case, a falling animation.

A unit's jump stat determines how high they can actually jump up against an obstacle as shown in here, the units can jump as high as the 2nd tier step, but not high enough to clear the uppermost ledge, however they can fall twice the distance, as shown in the video.

You'll see a unit hop up the side of the steps to get to the uppermost tier quicker, and then jump down the other side. However when selected again, note that they cannot jump back up, as there are no available paths that are within their jump range, so they must traverse back around to the other side to get back on top.

Likewise, I've also set the jump stat high enough that the units can jump all the way up to the top of that column in the middle. It's pretty funny, but was a good test to see if it all works. :)

A technical demo of the pathfinding AI used in my TACTIC SRPG Engine. The algorithm was written using C# and the graphics are handled by the MOgre graphics library.

The demo navigates sprites through a maze and uses a short and simple algorithm to create paths through a network of tiles that point to each other in four directions.

When a destination is selected, the algorithm recurses through the network of path nodes until it reaches the destination. Each successful route is stored in an arraylist and sorted by total distance, total number of hops included in the route (height changes), and obstructed paths. It then chooses the most convenient successful route first by total number of tiles navigated, then sorting routes that are of equal distance by their delta height.

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Gaming

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Standard YouTube License

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  • I could use something like that for a game I'm thinking about creating.

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