# Game Pathfinding

Statement of Work:

A C# implementation of the “Recursive-Strict-Theta*” pathfinding algorithm described here.

Details:

A. General

1. The project shall include 2 functions. The first a point to point pathfinding function, the second a multipoint pathfinding function.

2. Both functions shall map vertices to the center of walkable map grid cells, as opposed to the corners.

3. All work is work for hire. All rights regarding the developed software will transfer to the purchaser.

B. Point to point algorithm

1. The algorithm shall have the option to specify NOT running the algorithm recursively (thus implementing Strict-Theta*) and also the option to not run tautness checks (this implementing Theta*)

2. Project shall be implemented as a C# function with the following prototype, or similar:

Using [url removed, login to view]

List<Point> Path = Theta_Star(bool[,] map, int algorithm, int options, point start, point end);

Path is a list of points representing the shortest path found. If no path is found Path will have no items.

map is a 2D array of Booleans indicating if the tile is walkable or not

algorithm is 0 – Recursive-Strict-Theta*, 1 – Strict-Theta*, 2 – Theta*

options – crossing diagonals is allowed (1) or not (0).

start – x,y coordinate representing the start

end – x,y coordinate representing the goal

C. Multipoint algorithm

1. The algorithm shall have the option to specify NOT running the algorithm recursively (thus implementing Strict-Theta*) and also the option to not run tautness checks (this implementing Theta*). It is expected the point to point algorithm will do the heavy lifting for this function.

2. In this function, a shortest path is found for a multipoint, multiple waypoint path, traversing each waypoint in order. Each waypoint, hereafter called a wayregion, is made of a rectangle of grid cells (2x2, 1x3, 2x4, etc.). Not all of the grid cells making up a wayregion must be walkable, but of course at least one must be or no path can be found.

3. For a given map there will be a set of wayregions, each made up of a set of contiguous points in a rectangular.

Wayregion should be implemented as [url removed, login to view]

And:

List<Wayregion> Wayregions = New List<Wayregion>();

4. Since wayregions possibly consist of many points, this creates many possible paths that satisfy the condition of traversing each wayregion. This algorithm shall find the shortest and report it.

Example: The map contains 4 wayregions. Wayregion 1 is 2x2, wayregion 2 is 1x1, wayregion 3 is 1x3, and wayregion 4 is 2x2.

Assuming all points that make up the wayregions are walkable there are 4x1x3x4=48 possible paths that satisfy the condition of traversing each wayregion.

The algorithm will calculate the path length and return the shortest path.

5. Project shall be implemented as a C# function with the following prototype, or similar:

Using [url removed, login to view]

List<Point> Path = Theta_Star(bool [,], int algorithm, int options, Wayregions);

Path is a list of points representing the shortest path found. If no path is found Path will have no items.

map is a 2D array of Booleans indicating if the tile is walkable or not

algorithm is 0 – Recursive-Strict-Theta*, 1 – Strict-Theta*, 2 – Theta*

options – crossing diagonals is allowed (1) or not (0).

Wayregions – as defined above, a list of set of rectangular regions that the path must traverse in order

This project has been cancelled. Unfortunately, freelancer wants to charge to do so on the site.

Compétences : Programmation C#, Développement de jeux

Concernant l'employeur :
( 8 commentaires ) United States

N° du projet : #12663149

## 12 freelance ont fait une offre moyenne de 221 \$ pour ce travail

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bolbols

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mandeepdhalor28

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DemonDeveloper

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TheOneInfo

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KESHAVINFOTECH

Hi Thanks for your valuable time. :-) Please check below points : 1. Statement of Work: A C# implementation of the “Recursive-Strict-Theta*” pathfinding algorithm described here. [url removed, login to view] Plus

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WeazenSoft

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secureway

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Besst

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equinoxpi

I've worked with pathfinding before, and am familiar with reading technical papers such as the one on Strict Theta*. I don't have extensive experience with C#, however I do have enough for a project such as this.

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