[Enhancement] Improving the pathfinding
Nobody has claimed this yet.
- Dominant language
- Lua
- Stars
- 869
- Forks
- 222
- Avg merge
- 18h 33m
- Merged PRs (30d)
- 1
Description
Currently, the pathfinding algorithm fails regularly on simple avoidance tasks (#2467).
Possible improvement would be to mix an A* algorithm while exploring a Dubin path graph. This would rely on calculating the collision between a ring of the same width as the object collider and other colliders in the area as well as using a heuristic that could take into consideration warp blockers in the long term.
This article seems to be exactly the problem we are solving but does not have realistic solve time.
This repo seem to have an implemented an algorithm that could be interesting to us and has a nice representation of the tree search I would like to do.
This repo has a C++ implementation
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No source file, test, or entry point is named. Start by locating the current pathfinding implementation behind the simple avoidance failure in #2467, then study the linked Dubins path-planning examples and the cited A* approach. Done would require a concrete, tested improvement that handles avoidance while keeping solve time realistic, including collision and warp-blocker considerations.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100