Indie Game Developer (like the movie). I made a couple of games and I usually tweet a lot.


No images, videos or audio files have been added to this gallery. Join now to share media with the community.

RSS Feed My Blogs

For my current project I've been working with A* as a path-finding solution.

Basically it's a way to get from point A to point B.

This is used for AI in games mostly on tiled based games, It's very simple to understand and implement.

As A* traverses the graph, it follows a path of the lowest known cost, keeping a sorted priority queue of alternate path segments along the way. If, at any point, a segment of the path being traversed has a higher cost than another encountered path segment, it abandons the higher-cost path segment and traverses the lower-cost path segment instead. This process continues until the goal is reached.

The major choke point is the heuristic used to calculate which node to take next. I've started by using Manhattan Distance.
Its primary advantage is that it will generally get you to the target faster than most alternatives. Its primary drawback is that in a 8-way pathfinder so it is not guaranteed to give us the shortest possible path.

float cost = 10*(abs(currentX-targetX) + abs(currentY-targetY))

Although it works fast it's not accurate and if I forced for finding the shortest possible it was rather slow for my 80x44 grid (3520 tiles), sometimes taking 3-4 seconds to find a path.

I decided to take another approach and using Diagonal Shortcut, its primary advantage is that, because it is balanced, it is able to fully consider small modifiers like a turning penalty or influence map modifier like having a non walkable tile, a rock, a tree, whatever. It is a bit slower than the Manhattan method, though.

float cost;
float xDistance = abs(currentX-targetX)
float yDistance = abs(currentY-targetY)
if (xDistance > yDistance)
cost = 14*yDistance + 10*(xDistance-yDistance)
cost = 14*xDistance + 10*(yDistance-xDistance)

In case you are wondering the 10 and the 14 are to define if it's a diagonal or a horizontal/vertical movement since diagonals take longer to traverse than straight lines of course.
After I'm getting much faster movements.

It's not that Manhattan is worse and you shouldn't use it, it all depends on the application your using.

* On a square grid that allows 4 directions of movement, use Manhattan distance.
* On a square grid that allows 8 directions of movement, use Diagonal distance.

This is a video I've done using Manhattan distance using tile grids generated from a black and white image.

Start a group Groups
2 Girls 1 Game

2 Girls 1 Game

83 members Hobbies & Interests

Join us every week for our definitive one-stop podcast to quench your thirst for outstanding independent games. From clever old school 8-bit freebies...



10,119 members Entertainment & Press

Desura is a community driven digital distribution service for gamers, putting the best games, mods and downloadable content from developers at gamers...

Different Pixel

Different Pixel

2 members Developer

Different Pixel is an indie game studio formed by one programmer and one designer. Our main goal is to create games using creativity and art in a way...

DIYGamer - An indie group for indie news.

DIYGamer - An indie group for indie news.

117 members Entertainment & Press

This is the official Desura group for the indie game blog/community Feel free to link up with other readers, speak about any and all indie...

Indie Devs

Indie Devs

1,245 members Hobbies & Interests

A group dedicated to indie and standalone game development.

Indie Gamers

Indie Gamers

1,134 members Hobbies & Interests

For fans of indie games and hardcore indie gamers, no matter at all whether these indies are commercial or freeware/opensource! This is a hub used for...



561 members Official

Each month we bring to you new and old (updated) game and mod playthroughs, trailers and weekly recaps covering the mod and indie gaming scene, so sit...

Post comment Comments
Wizardum Aug 31 2010 says:

wow um PortuguÊs por aqui
isto hoje em dia é dificil de encontrar

bem boa sorte para o teu projecto, segundo li, estás quase a acabá.lo.
Fico à espera ;)


+1 vote     reply to comment
DJ_Link Creator
DJ_Link Sep 13 2010 replied:

Heheh thanks.
Só vi agora aqui o comment. Pensava que o indieDB alertava. É difícil fazer track a isto tudo.
Sim está mesmo quase o jogo. Vamos lá a ver.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Offline Since
Oct 7, 2015
Portugal Portugal
Member Watch
Track this member
Desura Spotlight
Activity Points
6,184 of 535,059
0 members
Time Online
1 day
Site Visits
Profile Visitors
3,756 (2 today)
Private Message
Send Now
Members Only
XBox Live
Different Link
INtense! friends since Mar 22, 2012
jtpup0 friends since Sep 13, 2012
StefanRomanHosch friends since Apr 10, 2012
dcfedor friends since Sep 5, 2012
paranoidMonkey friends since Jun 20, 2010
Wizardum friends since Sep 13, 2010
jax42 friends since May 22, 2013
KopanoGS friends since Oct 24, 2012
MartinCaine friends since Jul 27, 2010
J.S.B friends since Apr 5, 2014