[BEHAVIOR] EasyStar.js pathfinding for tilemap

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Units do not overlap each other and use different ways if there are several free ways.
  • Well, I can't know for sure... but if the tilemap changes or if obstacles are added on the fly a lot, I guess the system might have some hiccups.

    Maybe updating the core JS file would help... the plugin is kind of outdated.

    Pls help!

    Unable to load plugin /// fount GetPluginSettings global but is not a function

  • ilyaTyl You most likely copied the files in the "plugins" folder. Simply move them to the "behaviors" folder and it should work.

  • ilyaTyl You most likely copied the files in the "plugins" folder. Simply move them to the "behaviors" folder and it should work.

    Thank you! Its working now! I check example and it is doesn't have red path. It seems not working

    How can i do pathfinding with this plugin without crossing sprites? It is real?

  • Hmm, the demo was done with a previous version of the plugin. The internals changed a bit in the current one, and to get it working like the live version, you have to set the "asynchronous" property of the behavior to "no". The red sprites were being created and deleted in the same tick, so they wouldn't ever show.

  • Cool plugin, helped a lot with something I wasn't sure how I was going to tackle. (At least, not without a lot of struggling, haha.) Glad it has tag functionality too, I did some string-crafting of sorts to pass info about the path being checked through the tag and I'm not sure what I would have done without it, lol.

    That's all I got for now, just wanted to share my appreciation for it. Maybe I'll have a question with it later though~

  • Glad to hear!

    I had to find a way to differentiate pathfinding calls from one another. The "tag" system seemed like the best choice and was actually quite straightforward to implement using EasyStarJS.

  • Hello, I find this behavior very useful for my project but I see something happening:

    Is this solved or do you intend to solve it?

    That is, should not you choose the shortest route without making those changes on the route?

  • It's unfortunately out of my control. The pathfinding algorithm comes from an external library. This plugin simply expose its API so you can use it in Construct. However, the version of the library that the plugin uses is quite outdated. Maybe this particular problem was fixed in a more recent version, but I can't be sure unless I try a newer version.

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  • It's unfortunately out of my control. The pathfinding algorithm comes from an external library. This plugin simply expose its API so you can use it in Construct. However, the version of the library that the plugin uses is quite outdated. Maybe this particular problem was fixed in a more recent version, but I can't be sure unless I try a newer version.

    Wow! I'm really impressed by the speed of the algorithm!

    I would love to use this in my game, rather than writing my own. Any chance that it would be an easy update to get the newer version running in the plugin?

  • Updated the plugin using the 0.4.1 version of EasyStarJS. Since I practically did this on my lunch break at work, absolutely NO testing whatsoever was done so please try it and report your success here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://magistross.github.io/files/easy ... p_1_02.zip

  • Updated the plugin using the 0.4.1 version of EasyStarJS. Since I practically did this on my lunch break at work, absolutely NO testing whatsoever was done so please try it and report your success here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://magistross.github.io/files/easy ... p_1_02.zip

    Sweet!

    Thanks for putting this together so quickly. I will test it out as soon as I can next week. I have to get through another project tomorrow.

  • Magistross

    Ty so much for updating.

  • > Updated the plugin using the 0.4.1 version of EasyStarJS. Since I practically did this on my lunch break at work, absolutely NO testing whatsoever was done so please try it and report your success here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    >

    > https://magistross.github.io/files/easy ... p_1_02.zip

    >

    Sweet!

    Thanks for putting this together so quickly. I will test it out as soon as I can next week. I have to get through another project tomorrow.

    Based on a minor tweak to the example .capx (I had to put the "destroy" under the "On path 'test' found", rather than every tick) and 10 minutes of testing, it appears to work great!

    Attempt at optimization for garbage collection:

    Although the example was only using about 125 objects and 6% CPU time on my Surface Pro 4, I thought I would try to optimize garbage collection by not destroying and creating new nodes every time a path was found. Instead, I created a grid of nodes on start of layout and set them all as invisible. When a path is found, I set only the path nodes to visible.

    Result:

    With this "optimization", CPU usage was insignificant, but frame rate dropped to an unplayable 25 fps, with a noticeable pause in pathfinding. I assume this frame rate drop is happening because of a GPU bottleneck, but I had no idea that it would be so dramatic.

    Conclusion:

    -Having a node object for every grid tile is more computationally expensive than just creating and destroying nodes as needed for a 28 x 16 grid.

    -Better yet, don't put any node objects on screen at all. Instead of actual objects, compute direction based on the nearest tilemap square.

    Further work:

    I need to play around with things now to figure out how to get AIs to follow the path. I will be working in 3D with physics, so path following will be a bit more complicated, but EasyStar.js seems to be rock solid. Thank you! Thank you for putting this together -- you saved me a ton of time!

  • The second example capx is probably a better starting point to understanding how to use the behavior.

    The first example is more like a proof of concept, it's definitely not something you should do in a game you plan to release for mobile/tablet. Creating and destroying objects every tick, all the while doing strenuous pathfinding calculations, is absolutely not optimal.

  • The second example capx is probably a better starting point to understanding how to use the behavior.

    The first example is more like a proof of concept, it's definitely not something you should do in a game you plan to release for mobile/tablet. Creating and destroying objects every tick, all the while doing strenuous pathfinding calculations, is absolutely not optimal.

    Agreed. I'm already working with Q3D for rendering and 3D physics, so both CPU and GPU optimization are super-important. I don't really care that enemies follow the shortest path, just as long as they follow *any* path that gets them where they need to go. EasyStar.js does a great job with this optimization.

    I will try to get a version working with this with 3D physics next week.

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