I've effectively realised that the AI model for the bipedal robot I've been looking into for months is basically two A* style algorithms in an AI trenchcoat. Not a bad thing. Just irritating I didn't clock it 3 months ago.

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I've effectively realised that the AI model for the bipedal robot I've been looking into for months is basically two A* style algorithms in an AI trenchcoat. Not a bad thing. Just irritating I didn't clock it 3 months ago.
As you can see I have implemented the A* Algorithm (path finding) into the game. This is some screenshots from a early test, The blue thing you see is a missing texture, I have so far no textures for NPCs yet.
You may notice that the NPC isn't always taking the shortest path. That's because of the terrain score, It's in every tile. Shallow water have a high terrain score, and roads have a low terrain score, and it's based on that which path the NPC takes
and again, I need to give credit to spasquini from deviantART since it's his tiles I use, they can be found here http://fav.me/d4jnp2i
So whats this? it's the path finding I have coded using A* Algorithm. The idea is that the green square is trying to find the shortest path possible to the red square. It will be that I use in my game I'm making. With it I can use preferred, and disliked paths.
For example a road will have a low terrain score, which means it's the preferred path to take. While muddy paths will have a high terrain score, which will have the opposite effect.
I can even make so the train score is higher when it rains, making the NPC prefer to stay under cover. But will run out in the rain if they can't avoid it. Its also good for making NPCs take new routes if they get attacked on a particular way in the forest. I can even use that to make escorts of guards more common in that area.