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#pathfinding
blake447 · 5 months
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Procedural Dungeon Generation
Alright~ After much work we have finally completed our dungeon generation algorithm. First, we generate the rooms, separate them using a separation steering algorithm.
Second, we generate a graph that represents connections between the various rooms
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Third, we perform what is known as Delaunay Triangulation, in which we evaluate pairs of triangles and swap their shared edge if it fails a test boiled down to a simple matrix determinant evaluation Fourth, we construct a Graph of connectivity from the Delaunay triangulation
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Fifth, we perform an A* pathfinding algorithm to connect points on the delauney triangulation through the neighborhood graph
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Finally, if we didn't traverse through a room, we can remove it to simplify the dungeon into something a little less dense
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There are some extra things we can do here and there, and bugs and edge cases to iron out here and there, but for now, we have a pretty neat little dungeon generator. The next step is to actually procedurally generate the rooms and then use the connectivity graphs to implement game logic and whatnot, but that we will save for another time.
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virtualcamelselfies · 8 months
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Pathfinding 🚀
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oldmandoomer · 1 year
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We live….we live still💀
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gapol · 3 months
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The Way to Mount Doom in LotR, and LOTRO
The Fellowship's Path to Mount Doom (as answered by Google Bard):
The Shire: Their cozy hobbit-hole marks the beginning of their extraordinary quest. LOTRO: The Shire
Bree-land: Scattered farms and the Prancing Pony tavern offer a taste of the wild frontier. LOTRO: Bree-land
Weathertop: This windswept hill witnesses their first confrontation with the Nazgûl. LOTRO: In Lone-lands
Rivendell: Elrond's majestic Elven city serves as a haven and the Fellowship is formed. LOTRO: In Trollshaws
Hollin: Once lush, now corrupted by Saruman, hinting at the growing darkness. LOTRO: In Eregion
Misty Mountains: The treacherous Caradhras pass forces them into Moria. LOTRO: Misty Mountains
Moria: Ancient Dwarven realm turned perilous, marked by Gandalf's sacrifice. LOTRO: Moria
Lothlórien: Ethereal Elven city provides solace and crucial supplies. LOTRO: Lothlorien
Anduin River: Sailing down the Anduin, they navigate rapids and waterfalls. LOTRO: The Great River, The Wold, Eastwall, Beacon Hills, more in Far Anorien and Old Anorien (The Great River -> The Wold -> Wildermore -> Entwash Vale ->(thru' Entwade, not on the road, a main quest guy there)-> Kingstead -> (1) Paths of the Dead -> Blackroot Vale, (2) Eastfold -> Beacon Hills)
Emyn Muil: Rolling hills witness the Fellowship's heartbreaking split. LOTRO: In Gondor, not in the game Only Gondor: https://lotro-wiki.com/wiki/Emyn_Muil
Dead Marshes: A haunted wasteland whispers of the journey's burden. LOTRO: The Wastes In Gondor/Mordor: https://lotro-wiki.com/wiki/The_Dead_Marshes
Mordor: Barren wasteland with Mount Doom spewing fire, their final challenge. LOTRO: Mordor
These diverse landscapes shape the Fellowship's destiny and the fate of Middle-earth. Feel free to ask about any specific area or if you'd like to delve deeper into their epic trek!
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numa-smells · 9 months
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taking a break from computer science by doing some more computer science
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kawaoneechan · 1 year
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This morning I had this thought about the pathfinding bug in SCI11+ that caused progress on The Dating Pool to grind to a halt.
When you click the Walk cursor on a spot, the pathfinder first creates a path that sticks closely to the obstacles' vertices.
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(The thin blue line is an approximation of the expected pathfinder result pre-optimization. Please ignore the text, that's just leftovers -- both of them are "barred" type.)
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It then optimizes the path, removing several nodes. (I see now that I missed one node along the top, but the difference should be clear enough.)
Note that this is the part where the bug strikes, as described in the linked post.
When you press an arrow key, the pathfinder is told to find its way to a point far off screen in the given direction, and not optimize the result. The movement script then takes the first node in the result and moves there, no further. Unless it's one of two or three games that has the Walk cursor react to arrow key presses the same as any other cursor.
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I was hoping the bug might be part of the optimization pass. Since keyboard controls don't involve that part, it might work if this is true.
It was not. Pressing the right arrow key just had the player character walk straight through the left obstacle.
So that's another dead end.
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sweethartist · 2 years
Video
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I managed to get pathfinding working with the help of a free asset on the unity store which is honestly a lifesaver. I still have to modify it to fit my needs, but it fixed the problem I was having with it initially when trying to code it myself. I get to pick apart the code too, which really helps! No state machine yet, but getting this lad to move is a huge step forward! I recorded in a way to let you all see the path he maps out as he focuses in on the target (the player).
it'll be nice when he can fight me back though, hoping to work on that soon!
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tadfools · 6 months
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I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
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onehobgoblin · 2 months
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I really like dungeon meshi, so take this bit of propaganda
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gaymergoose · 4 months
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girl help they resized me to fit a smaller background image and now my lines are all fucked up
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blake447 · 5 months
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Alright! On to the next step in my quest for procedural dungeon generation. In my previous posts, I went over generating and seperating the rooms, a little bit of triangle math, and delaunay triangulation, the result of which you see above. Now that we have some set of nodes triangulated, we need to convert them into a proper graph. Essentially what I do is just iterate over everything (working first, optimize later) to brute force all the points neighbors. And thats the graph you see above, where the green one underlying it has edges generated by triangles, this one has edges generated by neighborhood.
Next we pair this graph with a graph of connectivity of all rooms. Using the delauney triangulation to determine points A and B, we apply some kind of path finding algorithm to connect those points with rooms based on their connectivity.
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I'm implementing A* because of course I am, and here we have the first initial test case where I just try to find a path between rooms 0, and 1, which have no meaningful interpretation but once again, are for testing purposes. It appears to be working! We aren't necessarily looking for the most optimal route so that simplifies things a little bit.
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Update We are in fact looking for the optimal round because holy hell did this heuristic not work well lol. The resulting web is way to stringent, and nearly includes every pathway anyway, leading to an unsatisfying dungeon. I kind of... didn't implement A* so that may be it, but at least we have snazzy visuals for when we do implement it
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livipup · 4 months
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Artificial Intelligence at Humber College - Final Presentation
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savaralyn2 · 3 months
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Ryoko Kui - RPG Elves
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germanich · 3 months
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Little Xallergh and her hags moms
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bigfan1811 · 1 month
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This is what the government doesn’t want to tell you
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kawaoneechan · 1 year
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An update on The Dating Pool
Y'all might wonder why I haven't said much about my point & click adventure game project.
Well, there's not a whole lot to say, except to describe an issue.
As it happens, there's a bug in the pathfinding code that only seems to appear in SCI version 1.001.100, which is what SCI11+ is based on and what The Dating Pool uses. Version 1.001.095, used by Freddy Pharkas, does not have this bug, nor does 1.001.115 from Leisure Suit Larry 6.
The bug involves when there's more than one polygon in the way.
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In the working scenario, this would produce the following result:
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But in 1.001.100, it appears to ignore all but the last obstacle, making the characters walk right through the first two.
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And perhaps even worse than that, it messes up memory too so if you try to leave you're likely to crash to DOS.
I would just steal the getpath.c from either of the other versions, but I don't have their source code.
There's someone who was working on reimplementing the thing from scratch but I haven't seen anything since September, and the issue was first found last year, in 2021.
It's all very discouraging to me, and if there's one thing I don't handle well...
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