Pathfinding | Many pathfinding algorithm | Learning library

 by   KaimaChen C# Version: Current License: No License

kandi X-RAY | Pathfinding Summary

kandi X-RAY | Pathfinding Summary

Pathfinding is a C# library typically used in Tutorial, Learning, Example Codes applications. Pathfinding has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Many pathfinding algorithm
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              Pathfinding has a low active ecosystem.
              It has 8 star(s) with 1 fork(s). There are 2 watchers for this library.
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              It had no major release in the last 6 months.
              Pathfinding has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Pathfinding is current.

            kandi-Quality Quality

              Pathfinding has no bugs reported.

            kandi-Security Security

              Pathfinding has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Pathfinding does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

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              Pathfinding releases are not available. You will need to build from source code and install.

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            Pathfinding Examples and Code Snippets

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            Community Discussions

            QUESTION

            Astar Pathfinding Project setting z position of AI agent to incorrect values in 2D project
            Asked 2021-Jun-14 at 02:09

            I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.

            Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.

            The position.z of the AI Agent is incorrect.

            The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.

            I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.

            Any ideas what could be causing this?

            NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).

            The A-star pathfinder object:

            The AI Agent object (note that the Z pos is not 0):

            The spawn point object that sets the spawn for the AI agent:

            The destination target object that the AI Agent is heading to:

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:09

            In case anyone else runs into this problem.

            The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.

            Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.

            I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...

            If you have more info, leave a comment and I'll add it to the answer.

            Source https://stackoverflow.com/questions/67955043

            QUESTION

            What is wrong with my breadth first search algorithm, it crashes with a segmentation fault?
            Asked 2021-May-24 at 19:07

            When I run my code it throws a segmentation fault and I have tried rewriting the code several times. Still to no avail, it won't even run. The segmentation fault happens as soon as my program is launched. What it's supposed to do is print a path on screen using the ncurses library in Linux, from the given coordinates. Here is the problematic snippet with the lines where gdb said the segmentation fault was, also it (snippet) reproduces the problem.

            EDIT: This will help explain what I'm trying to do, but using dynamic arrays. Breadth First Search

            EDIT 2: The variable frontier is supposed to keep track of the X and Y values at a specific index. The add_neighbors function is there to add all four neighbors (providing they aren't already added) to the frontier and came_from arrays.

            frontier[index][0] is X value.
            frontier[index][1] is Y value.

            The before the first while loop I set the start position x1 and y1. During the first while loop, it increments getting the new coordinates from the frontier, then processing and adding to came_from array.

            For example:
            (x1,y1) (x1+1,y1)
            (x1,y1+1) (x1+1,y1+1)
            (x1,y2) (x2,y2)

            I'm trying to get from (x1,y1) to (x2,y2). Sure hope that explains it better. What I'm trying to implement is a Breadth First Search (BFS) algorithm. Using two arrays, one is frontier (keeps track of visited positions) and came_from (keeps track of X and Y the path from x1,y1 to x2,y2). Updated the code to reflect the first answer. Plus added a comment to explain where the error might be, not really sure but I've been debugging it. It looks like the came_from array never gets set with x and y.

            The Code:

            ...

            ANSWER

            Answered 2021-May-23 at 17:26

            Some of the allocation sizes are incorrect:

            • frontier = malloc(sizeof(frontier) * MAXHEIGHT * MAXWIDTH); should be

            Source https://stackoverflow.com/questions/67655818

            QUESTION

            How to slow down onDrawGizmos
            Asked 2021-May-09 at 12:27

            I am new to C#/Unity and looking for a way to slow down onDrawGizmos. Currently everything works great.

            ...

            ANSWER

            Answered 2021-May-09 at 12:27

            Might not be the best solution, but you can use a counter to execute the code conditionally, like this:

            Source https://stackoverflow.com/questions/67455430

            QUESTION

            For loop returns item not in the list that is being looped through (Python 3.8.6)
            Asked 2021-May-07 at 01:27

            In my code below, the value passed by the for loop is not in the list that is being iterated. I am coding a simple pathfinding function in which a start and an end point are passed, and the output is the pathway to get from the start point to the end point. The dictionary called connections has a key for all the points on the map, with the value being a list of all the other points it is connected to. You can only get from one point to another via the NODEs (think Nodes are like roads and the letters are houses).

            In this case, I input a start point of 'A' and an end point of F. The expected output is:

            ...

            ANSWER

            Answered 2021-May-07 at 00:34

            Barmar found it first but I'll spell it out (I missed his meaning first time through myself). Change this statement at the end of your function:

            Source https://stackoverflow.com/questions/67427351

            QUESTION

            Pathfinder is making my NPC follow my oldest position only
            Asked 2021-May-05 at 15:02

            I am trying to make a maze/horror game. I used an online template in the Roblox library as my enemy. I used pathfinder as you will see in the code below. It's finding me like it's supposed to, except it only goes for my LAST position. As you can see in the image below, it completely skipped me, went to my LAST position, then started chasing me. I don't know why it only goes for my last position, and not my current position.

            ...

            ANSWER

            Answered 2021-May-05 at 15:02

            Your NPC's pathfinding updates when you call path:ComputeAsync(rootPart.Position, characterPos). The reason it is not updating more frequently is that you are blocking the start of the next loop with the last line : humanoid.MoveToFinished:Wait()

            Your code is telling the NPC that it must walk to every single point between every single player, which could take minutes at a time, before ever calculating the path again.

            The way to fix this is to make it so that the path can be recalculated quickly and asynchronously. To do this, try something like this :

            Source https://stackoverflow.com/questions/67350103

            QUESTION

            how to remove whitespace at the beginning of each element of a Strings array
            Asked 2021-Apr-28 at 07:13

            I have an array such as def list = ["pathfinding", " Gameplay", "Community"] which I would like to iterate and eliminate the whitespace at the beginning of each element. So I though it would be easy using something like:

            ...

            ANSWER

            Answered 2021-Apr-27 at 18:24

            you can use String#trim()

            Source https://stackoverflow.com/questions/67288585

            QUESTION

            How to pickle class() objects with children or neighbour relationships without hitting recursion limits and retain objects when loading
            Asked 2021-Apr-23 at 02:26

            There is a TLDR at the bottom. I have a python class as follows which is used to make nodes for D* Pathfinding (Pathfinding process not included):

            ...

            ANSWER

            Answered 2021-Apr-23 at 02:25

            Once again TLDR included(Just so you can check if this will work for you).I found a workaround which preserves the time saving benefits of pickling but allows the nodes to be pickled even at larger sizes. Tests included to demonstrate this:

            I changed the structure of each Node() in makenodes() that is to be pickled by stripping it of it's neighbours so that there is less recursion. With the method mentioned in the question, a grid = np.zeros((40,50)) would require sys.setrecursionlimt(16000) or so. With this approach, Python's in-built recursion limit of 1000 is never hit and the intended structure can be reconstructed upon loading the pickled file.

            Essentially when pickling, the following procedure is followed.

            1. Make a list of all nodes with with their corresponding indexes so that:

            Source https://stackoverflow.com/questions/66663734

            QUESTION

            Visualize Pathfinding Algorithm
            Asked 2021-Apr-16 at 22:03

            I was doing a pathfinding visualizer in pygame and I pretty much finished but there's still one thing that I do not like about the algorithm part of it and it's the fact that when you press the visualize algorithm button it shows you the shortest path in yellow and all of the nodes the algorithm has visited ever in light blue but it shows you instantaneously and I want it to color the nodes accordingly step by step to actually reach the effect of visualizing (like in here https://clementmihailescu.github.io/Pathfinding-Visualizer/#), I tried to write some code in the function that seemed like it would have worked as intended but it didn't, here is the code:

            ...

            ANSWER

            Answered 2021-Apr-14 at 10:42

            i think the problem is that you do not update the canvas in your while queue loop.

            the program will execute your bfs algorithm and then it will update the canvas.

            i honestly don't use pygame very regularly, but i think to force the canvas to repaint you need to stick a pygame.display.update() inside your while loop.

            Source https://stackoverflow.com/questions/67041920

            QUESTION

            Update display accordingly to yield function each frame
            Asked 2021-Apr-16 at 20:41

            I'm trying to implement a pathfinding algorithm visualizer using a yield function on my algorithm that yields the list of visited nodes each time it visits one at the end of my function:

            ...

            ANSWER

            Answered 2021-Apr-16 at 20:41

            You shouldn't have a while loop inside your event loop or you main game loop. Use a flag instead to signal whether or not to update the algorithm:

            Source https://stackoverflow.com/questions/67127552

            QUESTION

            why does my a star algorithm not work in javascript?
            Asked 2021-Apr-15 at 21:40
            function algorithm(){
            if(startPoint === true && endPoint === true){
            //add the heuristic distance to the start position from the final position
            startPosition.h = distance([startPosition.x, startPosition.y]);
            
            let openList = []
            
            openList.push(startPosition)
            let closedList = []
              while (openList.length > 0){
                //print(openList)
                lowPos = 0;
                for(let i = 0; i < openList.length; i++){
                  if(openList[i].f < openList[lowPos].f){
                    lowPos = i;
                  }
                }
                let currentPosition = openList[lowPos];
                //currentPosition.check()
                //if the currentPosition is the endPosition, retrace steps and find the path, then return this path
                if(currentPosition === endPosition){
                  let curr = currentPosition;
                  let ret = [];
                  while(curr.parent != null){
                    curr.path()
                    ret.push(curr);
                    curr = curr.parent;
                  }
                  endPosition.end()
                  return ret.reverse();
                }
                openList.splice(lowPos, 1);
                closedList.push(currentPosition);
                let neighbours = neighbors(currentPosition);
                for(let i = 0; i < neighbours.length; i++){
                  let neighbour = neighbours[i];
                  if(closedList.includes(neighbour) || neighbour.colour == "black"){
                    continue;
                  }
                  neighbour.check()
                  let gScore = currentPosition.g + 1;
                  let gScoreBest = false;
                  if(openList.includes(neighbour) == false){
                    gScoreBest = true;
                    neighbour.h = distance([neighbour.x, neighbour.y]);
                    openList.push(neighbour);
                  }
                  else if(gScore < neighbour.g){
                    gScoreBest = true;
                  }
                  if(gScoreBest == true){
                    neighbour.parent = currentPosition;
                    neighbour.g = gScore;
                    neighbour.f = neighbour.g + neighbour.h;
                  }
                }
              }
            }
             //meaning that either the path is not possible or the final node/initial node 
             has not yet been placed.
             return [];
            }
            
            ...

            ANSWER

            Answered 2021-Apr-13 at 12:34

            It looks like you are not checking the diagonals. It is not a mistake. You are doing great.

            Source https://stackoverflow.com/questions/67060406

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