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chrisdalke | 9 months ago
The path following code is also interesting because I bet you'll run into some corner cases where the A* path thinks a path is feasible, but the vehicle overshoots and hits something. Although in a game I guess that adds to the fun & chaos.
johnh-hn|9 months ago
A couple of years ago, I completed a pathfinding assignment designed by David Churchill (https://www.cs.mun.ca/~dchurchill/) for his Algorithmic Techniques for AI course. I'm not a student, and only his students have access to the actual assignment files, so I made a faithful recreation of it by looking at slides he had on a video at the time. The assignment is about pathfinding on a 2D grid. That's fun enough, but I've wanted to put my own spin on it.
Over the past few weeks, I revisited this and applied it to real-world mapping data from OpenStreetMap instead. It uses OverPass API (https://dev.overpass-api.de/) to fetch the data, which is free to use. The data loading times can be a little unpredictable, especially for larger search areas, but I'm happy with it how it turned out. You can find it here if you're interested: https://johnh.co/projects/openstreetmap-pathfinding/
porphyra|9 months ago
wduquette|9 months ago
juhrjuhr|9 months ago
Like you said, it adds a lot to the fun so I'm only trying to smooth out those cases that look stupid.
jvanderbot|9 months ago