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Starcraft 1 Pathfinding: A technical analysis | Strike Tactics

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Imagine a Starcraft map as one big grid which is divided into hundreds of little squares. Most units, the smaller units (like marines and zerglings) occupy a single square while the larger units (such as dragoons and ultralisks) occupy multiple squares. When a unit is issued a move command, the parameters of that command (the current location and destination in the grid) are run through the pathfinding algorithm which spits out an array of path coordinates. The unit then moves along the path, but it only goes 1 square at a time, one set of coordinates at a time. Each time it travels to a new square, it asks “is the next square along the path occupied?” If the answer is “no,” the unit keeps moving along the path. If the answer is “yes,” the unit waits a fraction of a second, and checks again. If the path is still unoccupied after a certain time increment, a new path is generated from the algorithm and the unit walks around the square that was unwalkable. Another circumstance in which th

Starcraft 1 Pathfinding: A technical analysis | Strike Tactics --> Play About Dev Blog Community Ladder --> Starcraft 1 Pathfinding: A technical analysis August 26, 2017 — ForgeableSum Imagine a Starcraft map as one big grid which is divided into hundreds of little squares. Most units, the smaller units (like marines and zerglings) occupy a single square while the larger units (such as dragoons and ultralisks) occupy multiple squares. When a unit is issued a move command, the parameters of that command (the current location and destination in the grid) are run through the pathfinding algorithm

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