Implementing pathfinding in tiled 2d world - path-finding

I have a 2d world made of tiles. Tiles are either passable, non-passable or have some sort of movement penalty.
All entities and tiles have their own hitboxes and sizes for collision detection.
Each tile tile has dimensions of 16x16px.
Most examples I've read seem to suggest that we're moving from center of one tile to the center of another tile. And as we see from the picture below, that red part looks hardly optimal nor it doesn't take entity size into account. Also pathding nodes are also placed into 2d array, with only 8 possible directions from each node.
But wouldn't actually shortest path be something like this?
How should I implement pathfinding?
Should tiles be splitted into smaller nodes for pathfinding or is there some other way to get more accurate routes? Even if I splitted each tile to have 10x10 pathfinding nodes, It still wouldn't find shortest line between 2 points.
Should there be more than 8 directions and if so, how should that be implemented?
For example if my world was 50x50 tiles big, how should the pathfinding map look like and how it should be generated?

It depends on your definition of "shortest path" and what you plan to do with it.
In your example, it appears that you consider a valid move to be from the center of one tile to the center of any other tile in unobstructed view. How you'd validate moves to partially obstructed tiles is not clear. This differs from the geometrically shortest path, which would obviously hug the wall, and the realistic shortest path, would would use a unit width and turn radius to avoid walls and sudden changes in direction.
A common approach is to use A* as usual, and then post-process the path in a number of ways to optimize and smooth it. This works both for grid based worlds like yours, and for more general navmeshes.
Gamasutra had a nice overview of this called Toward More Realistic Pathfinding, with a variety of ideas and techniques from smoothing zigzags and adding curves, to optimizing paths for units with acceleration and direction.

I had almost same problem and I have coded a pre-computation software for all tiles to all tiles with some optimization
You can find source code here : https://github.com/FurkanGozukara/pathfinding-2d-tile-map
The development video is here : https://www.youtube.com/watch?v=jRTA0iLjv6M
I did come up with my own algorithm and implementation. Therefore it is probably not the best nor the most optimized one. Although it is already implemented into my free browser based game MonsterMMORPG and it works great : https://www.monstermmorpg.com/

Related

2D space organic projection

I'm currently working on a glsl shader (EDIT : I'm starting to think that a shader isn't necessarily the best solution and as I'm doing this in processing, I can consider a vectorial solution too) supposed to render something like this but filling the entire 2D space (or at least a larger surface):
To do so, I want to map the repeating patterns on the general leaves shapes that you can see on the top of the sketch below.
My problem is this mapping part : is it possible to find a function that project XY coordinates on the screen to another position in such a way that I can map my patterns the way I want? The leaves must have some kind of UV coordinates inside them (to be able to apply the repeating pattern) and the transformation must be a conformal map because otherwise, there would be some distortions in the pattern.
I've tried several lines of thought but I haven't managed to get the final result :
recursion :
the idea is to first cut the plane in stripes, then cut the stripes in leaves shapes that touch the top and the bottom of the stripes (because that's easier) and finally recursively cut the leaves in halves until the result looks more random. as long as the borders of the stripe aren't on the screen, it shouldn't be too noticeable. The biggest difficulty here is to avoid the distortion.
voronoi :
it may be possible to find a distance function guided by a vector field such that the Voronoi diagram looks more like what I'm looking for. However I don't think it will be possible to have the UV mapping I want. If it's the case, a good approximation woult do the trick, the result doesn't need to be exact as long as it isn't too noticable.
distortion :
it could also be possible to find a more direct way to do this projection. While desperately looking for a solution, I came across the fact that a continuous complex function is a conform map but I haven't managed to go any further.
Finaly, there may be another solution I haven't thought about and I would be glad if someone gave me a complete solution or just a new idea I haven't tried yet.

Pathfinding on large, mostly walkable, non-grid based maps

I am developing a 2D space RTS game which involves spaceships navigating over large maps (think Homeworld but in 2D), which mostly consist of open space, but occasionally containing asteroid fields, space structures and other unwalkable terrain elements.
The problem I have is that using a grid-based solution with a good enough precision results in a very large amount of nodes, so pathfinding takes a long time, and considering that maps contain a lot of open space, huge walkable sections of map are represented by large amount of walkable nodes.
I have tried switching to a quad-tree representation of the map to reduce the amount of nodes in a navigation graph, but this approach yields wierd paths that involve ships going through the exact center of the square when in fact it has to just go through the square to the next one.
I have managed to implement a path optimization which removes nodes from the path when there is a straight path to a next point in the path, but this only partially resolved the problem, so the feeling I have now is that I am still using wrong representation for my navigation graph.
Looking at the way Unity does things, there is a way to represent navigation data using a mesh, but I haven't found any source code or even any more or less derailed description of its inner workings.
So which data structure/pathfinding algorithm is optimal for my case?

How does a non-tile based map works?

Ok, here is the thing. Recently i decided i wanted to understand how Random map generation works. I found some papers and some arguments. The most interesting one was "Diamond Square algorithm" and "Midpoint Displacement". I still have to try to apply those to a software, but other than that, i ran into this site: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
As you can see, the idea is to use polygons. But i have no idea how to apply that a Tile-Based map, not even how to create those polygons using the tools i have (c++ and sdl). I am assuming there is no way to do it ( please correct me if i am wrong.) But if i am not, how does a non-tile map works, and how are these polygons generated?
This answer will not give you directly the answers you're looking for, but hopefully will get you close enough!
The Problem
I think what blocks you is how to represent the data. You're probably used to a 2D grid that simply represent the type of each tile. As you know, this is fine to handle a tile-based map, but doesn't properly allow you to model worlds where tiles are of a different shape.
Graphs
What I suggest to you, is to see the problem a bit differently. A grid is nothing more than a graph (more info) with nodes that have 4 (or 8 if you allow diagonals) implicit neighbor nodes. So first, what I would do if I was you, would be to move from your strict standard 2D grid to a more "loose" graph, where each node has a position, a position, a list of neighbors (in most cases you'll have corners with 2 neighbors, borders with 3 and "middle" tiles with 4) and finally a rendering component which simply draws your tile on screen at the given position. Once this is done, you should be able to have the exact same results on screen that you currently have with your "2D Tile-Based" engine by simply calling the rendering component with each node who's bounding box (didn't touch it in what you should add to your node, but I'll get back to this later) intersects with the camera's frustum (in a 2D world, it would most likely if the position +/- the size intersects the RECT currently being drawn).
Search
The more generic approach will also help you doing stuff like pathfinding with generic algorithms that explore nodes until they find a valid path (see A* or Dijkstra). Even if you decided to stick to a good old 2D Tile Map game, these techniques would still be useful!
Yeah but I want Polygons
I hear you! So, if you want polygons, basically all you need to do, is add to your nodes a list of vertices and the appropriate data that you might need to render your polygons (either vertex color, textures and U/V maps, etc...) and update your rendering component to do the appropriate OpenGL (this for example should help) calls to draw your nodes. Once again, the first step to iteratively upgrade your 2D Tile Engine to a polygon map engine would be to, for each tile in your map, give each of your nodes two triangles, a texture resource (the tile), and U/V mappings (0,0 - 0,1 - 1,0 and 1,1). Once again, when this step is done, you should have a "generic" polygon based tile map engine. The creation of most of this data can be created procedurally by calculating coordinates based on tile position, tile size, etc...
Convex Polygons
If you decide that you ever might need NPCs to navigate on your map or want to allow your player to navigate by clicking the map, I would suggest that you always use convex polygons (the triangle being the simplest for of a convex polygon). This allows your code that assume that two different positions on the same polygon can be navigated to in straight line.
Complex Maps
Based on the link you provided, you want to have rather complex maps. In this case, the author used Voronoi Diagrams to generate the polygons of the map. There are already solutions to do triangulation like that, but you might also want to use other techniques that are easier to work with if you're just switching to 3D like this one for example. Once you have interesting results, you should consider implementing serialization to save/open your map data from the game. If you want to create an editor, be aware that it might be a lot of work but can be worth it if you want people to help you creating maps or to add elements to the maps (like geometry that's not part of the terrain).
I went all over the place with this answer, but hopefully it helps!
Just iterate over all the tiles, and do a hit-test from the centre of the tile to the polys. Turn the type of the tile into the type of the polygon. Did you need more than that?
EDIT: Sorry, I realize that probably isn't helpful. Playing with procedural algorithms can be fun and profitable. Start with a loop that iterates over all tiles and chooses randomly whether or not the tile is occupied. Then, iterate over them again and choose whether it is occupied or its neighbour is.
Also, check out the source code for this: http://dustinfreeman.org/toys/wall7-dustin.html

Vector Shape Difference & intersection

Let me explain my problem:
I have a black vector shape (let's say it's a series of joined, straight lines for now, but it'd be nice if I could also support quadratic curves).
I also have a rectangle of a predefined width and height. I'm going to place it on top of the black shape, and then take the union of the two.
My first issue is that I don't know how to quickly extract vector unions, but I think there is a well-defined formula I can figure out for myself.
My second, and more tricky issue is how to efficiently detect the position the rectangle needs to be in (i.e., what translation and rotation are needed by the matrices), in order to maximize the black, remaining after the union (see figure, below).
The red outlined shape below is ~33% black; the green is something like 85%; and there are positions for this shape & rectangle wherein either could have 100% coverage.
Obviously, I can brute-force this by trying every translation and rotation value for every point where at least part of the rectangle is touching the black shape, then keep track of the one with the most black coverage. The problem is, I can only try a finite number of positions (and may therefore miss the maximum). Apart from that, it feels very inefficient!
Can you think of a more efficient way of tackling this problem?
Something from my Uni days tells me that a Fourier transform might improve the efficiency here, but I can't figure out how I'd do that with a vector shape!
Three ideas that have promise of being faster and/or more precise than brute force search:
Suppose you have a 3d physics engine. Define a "cone-shaped" surface where the apex is at say (0,0,-1), the black polygon boundary on the z=0 plane with its centroid at the origin, and the cone surface is formed by connecting the apex with semi-infinite rays through the polygon boundary. Think of a party hat turned upside down and crumpled to the shape of the black polygon. Now constrain the rectangle to be parallel to the z=0 plane and initially so high above the cone (large z value) that it's easy to find a place where it's definitely "inside". Then let the rectangle fall downward under gravity, twisting about z and translating in x-y only as it touches the cone, staying inside all the way down until it settles and can't move any farther. The collision detection and force resolution of the physics engine takes care of the complexities. When it settles, it will be in a position of maximal coverage of the black polygon in a local sense. (If it settles with z<0, then coverage is 100%.) For the convex case it's probably a global maximum. To probabilistically improve the result for non-convex cases (like your example), you'd randomize the starting position, dropping the polygon many times, taking the best result. Note you don't really need a full blown physics engine (though they certainly exist in open source). It's enough to use collision resolution to tell you how to rotate and translate the rectangle in a pseudo-physical way as it twists and slides uniformly down the z axis as far as possible.
Different physics model. Suppose the black area is an attractive field generator in 2d following the usual inverse square rule like gravity and magnetism. Now let the rectangle drift in a damping medium responding to this field. It ought to settle with a maximal area overlapping the black area. There are problems with "nulls" like at the center of a donut, but I don't think these can ever be stable equillibria. Can they? The simulation could be easily done by modeling both shapes as particle swarms. Or since the rectangle is a simple shape and you are a physicist, you could come up with a closed form for the integral of attractive force between a point and the rectangle. This way only the black shape needs representation as particles. Come to think of it, if you can come up with a closed form for torque and linear attraction due to two triangles, then you can decompose both shapes with a (e.g. Delaunay) triangulation and get a precise answer. Unfortunately this discussion implies it can't be done analytically. So particle clouds may be the final solution. The good news is that modern processors, particularly GPUs, do very large particle computations with amazing speed. Edit: I implemented this quick and dirty. It works great for convex shapes, but concavities create stable points that aren't what you want. Using the example:
This problem is related to robot path planning. Looking at this literature may turn up some ideas In RPP you have obstacles and a robot and want to find a path the robot can travel while avoiding and/or sliding along them. If the robot is asymmetric and can rotate, then 2d planning is done in a 3d (toroidal) configuration space (C-space) where one dimension is rotation (so closes on itself). The idea is to "grow" the obstacles in C-space while shrinking the robot to a point. Growing the obstacles is achieved by computing Minkowski Differences.) If you decompose all polygons to convex shapes, then there is a simple "edge merge" algorithm for computing the MD.) When the C-space representation is complete, any 1d path that does not pierce the "grown" obstacles corresponds to continuous translation/rotation of the robot in world space that avoids the original obstacles. For your problem the white area is the obstacle and the rectangle is the robot. You're looking for any open point at all. This would correspond to 100% coverage. For the less than 100% case, the C-space would have to be a function on 3d that reflects how "bad" the intersection of the robot is with the obstacle rather than just a binary value. You're looking for the least bad point. C-space representation is an open research topic. An octree might work here.
Lots of details to think through in both cases, and they may not pan out at all, but at least these are frameworks to think more about the problem. The physics idea is a bit like using simulated spring systems to do graph layout, which has been very successful.
I don't believe it is possible to find the precise maximum for this problem, so you will need to make do with an approximation.
You could potentially render the vector image into a bitmap and use Haar features for this - they provide a very quick O(1) way of calculating the average colour of a rectangular region.
You'd still need to perform this multiple times for different rotations and positions, but it would bring it algorithmic complexity down from a naive O(n^5) to O(n^3) which may be acceptably fast. (with n here being the size of the different degrees of freedom you are scanning)
Have you thought to keep track of the remaining white space inside the blocks with something like if whitespace !== 0?

Where can I find information on line growing algorithms?

I'm doing some image processing, and I need to find some information on line growing algorithms - not sure if I'm using the right terminology here, so please call me out on this is needs be.
Imagine my input image is simply a circle on a black background. I'd basically like extract the coordinates, so that I may draw this circle elsewhere based on the coordinates.
Note: I am already using edge detection image filters, but I thought it best to explain with a simple example.
Basically what I'm looking to do is detect lines in an image, and store the result in a data type where by I have say a class called Line, and various different Point objects (containing X/Y coordinates).
class Line
{
Point points[];
}
class Point
{
int X, Y;
}
And this is how I'd like to use it...
Line line;
for each pixel in image
{
if pixel should be added to line
{
add pixel coordinates to line;
}
}
I have no idea how to approach this as you can probably establish, so pointers to any subject matter would be greatly appreciated.
I'm not sure if I'm interpreting you right, but the standard way is to use a Hough transform. It's a two step process:
From the given image, determine whether each pixel is an edge pixel (this process creates a new "binary" image). A standard way to do this is Canny edge-detection.
Using the binary image of edge pixels, apply the Hough transform. The basic idea is: for each edge pixel, compute all lines through it, and then take the lines that went through the most edge pixels.
Edit: apparently you're looking for the boundary. Here's how you do that.
Recall that the Canny edge detector actually gives you a gradient also (not just the magnitude). So if you pick an edge pixel and follow along (or against) that vector, you'll find the next edge pixel. Keep going until you don't hit an edge pixel anymore, and there's your boundary.
What you are talking about is not an easy problem! I have found that this website is very helpful in image processing: http://homepages.inf.ed.ac.uk/rbf/HIPR2/wksheets.htm
One thing to try is the Hough Transform, which detects shapes in an image. Mind you, it's not easy to figure out.
For edge detection, the best is Canny edge detection, also a non-trivial task to implement.
Assuming the following is true:
Your image contains a single shape on a background
You can determine which pixels are background and which pixels are the shape
You only want to grab the boundary of the outside of the shape (this excludes donut-like shapes where you want to trace the inside circle)
You can use a contour tracing algorithm such as the Moore-neighbour algorithm.
Steps:
Find an initial boundary pixel. To do this, start from the bottom-left corner of the image, travel all the way up and if you reach the top, start over at the bottom moving right one pixel and repeat, until you find a shape pixel. Make sure you keep track of the location of the pixel that you were at before you found the shape pixel.
Find the next boundary pixel. Travel clockwise around the last visited boundary pixel, starting from the background pixel you last visited before finding the current boundary pixel.
Repeat step 2 until you revisit first boundary pixel. Once you visit the first boundary pixel a second time, you've traced the entire boundary of the shape and can stop.
You could take a look at http://processing.org/ the project was created to teach the fundamentals of computer programming within a visual context. There is the language, based on java, and an IDE to make 'sketches' in. It is a very good package to quickly work with visual objects and has good examples of things like edge detection that would be useful to you.
Just to echo the answers above you want to do edge detection and Hough transform.
Note that a Hough transform for a circle is slightly tricky (you are solving for 3 parameters, x,y,radius) you might want to just use a library like openCV

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