-
-
Notifications
You must be signed in to change notification settings - Fork 102
Pathfinding
Area | Submitted | Type |
---|---|---|
Games: Artificial Intelligence | 10/4/2010 | Code Sample |
This sample demonstrates how AIs can use algorithms to navigate a map by using three common pathfinding routines.
To create realistic enemy movement by using AI, implementing Pathfinding algorithms becomes necessary. The goal of pathfinding is to explore possible routes to get from one point, or node, to another, often with the goal of finding the quickest route. To get started, this sample demonstrates three common pathfinding algorithms: Breadth-First, Best-First, and A* (A-Star). To illustrate the logic behind these algorithms, the searched nodes are represented as red dots, while the nodes available to search are represented as green dots. Once the algorithm has found the end, the tank travels the path to its destination.
All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).
Download | Size | Description |
---|---|---|
Pathfinding_4_0 | 0.14MB | Source code and assets for the Pathfinding Sample (XNA Game Studio 4.0). |
Pathfinding_4_0.zip | 0.14MB | Source code and assets for the Pathfinding Sample (XNA Game Studio 4.0). |