C# high-performance pathfinding dynamic collision avoidance RTS/MOBA
We are looking for a game developer who can implement a high performance dynamic collision avoidance pathfinding algorithm for a RTS/MOBA game.
The game engine is in C# and we are not using Unity, rather a custom in-house engine.
We currently use standard A* algorithm for pathfinding and it does not avoid collisions of dynamic map changes (new objects such as units, temporary terrain). It is also slow.
We need to optimize the pathfinding so that it takes less time and avoids dynamic objects.
The navigation grid is represented a 2d space and the cells are circles with equal size.
Objects are circles as well but with different sizes, some objects will need to ignore collision.
I am keeping this message short but I will send a much more detailed message for those interested (such as possible solutions, game code, etc.) and are ready to take up on this challenge.
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5 days1165 USD
2776 5 0 5 days1165 USDHello!
I enjoyed reading your request and it intrigued me. I have experience with various path and collision avoidance algorithms and believe I can contribute to your project.
I'm ready to start looking at possible solutions and study the game code you provided. Let's discuss the details of your project and possible approaches to solving this problem.
Looking forward to more information!
Best wishes.
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4 days23 USD
292 2 0 4 days23 USDHi, I have some ideas on how to solve the problem you described, but would initially like to see a more detailed description.
Let's start communication so that you can share it with me and we will realize your project together.
Regards,
Victoria.
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3 days23 USD
12 3 days23 USDWe can help you.
We have sweating people and programs.
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