Wednesday, 17 August 2011

AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

Over the last few days I have been getting into Lua script. A few days ago, I bounced an idea off of Macklebee about path nodes and waypoints, and things kind of took off in all directions. A special thanks to Macklebee for authoring the random visible node selection routine and other scripts and Lua snippets in this joint venture. Between us over the last few days we now have a small arsenal of different waypoints, path nodes and pathing techniques including a Lua scripted A* solution, which can use pre-calculated map data or be dynamic. Mack is currently working on another interesting idea along this route, and I have more functionality to code for some other ideas I have in this venture, from NPC behavioural information exchanges to waypoint 3D A* pathing, amongst other tweaks and new AI functionality.

Anyway, here is a short video of just some of the things we have put together entirely in Lua over the last few days. The video was shot inside the Leadwerks Engine Editor with the Lua scripts running in real-time.






Previous entries for AI and A* Pathfinding:

Oh how I hate AppTime() and the randomness of it all.

Attack of the Killer pathfinding butterflies!

A* Pathfinding Using Blitzmax And Leadwerks Engine

The Way Forward ... Making Blitzmax Trax ...

On The Right Path, A* Pathfinding In Leadwerks.

Don't you just hate it when that happens?

OOP I did it again ...

3 comments:

Thanks chaps, still plenty to do and other ideas in this area to examine but its proving useful.

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