[imgs]http://cromdesi.home.xs4all.nl/images/linking/socoder/PathFollowing.jpg[/imgs] Here the html 5 page : [url]http://cromdesi.home.xs4all.nl/html5/pathfollowing/MonkeyGame.html[/url] Another thing I started to understand from the book 'ai for game developers' Path following. Here a entity is put on a road and he follows the road. This is done with 'weight' Where the forward direction has a greater weight and the other directions a lesser weight. It does not seem to work well on every kind of road though. The book explained more about how and what it can be used for. My main interest was the use in rpg type games. [code] ' Path following - from the book - ai for game developers Import mojo Class entity Field tilex:Int Field tiley:Int Field entwidth:Int Field entheight:Int Field tilewidth:Float Field tileheight:Float Field mapwidth:Int Field mapheight:Int Field direction:Int=1 ' 1 is up, 2 is upright ect clockwise Method New() mapwidth = mypathfollowing.mapwidth mapheight = mypathfollowing.mapheight entwidth = mypathfollowing.tilewidth entheight = mypathfollowing.tileheight tilewidth = mypathfollowing.tilewidth tileheight = mypathfollowing.tileheight findstartpos End Method Method update() ' terrain analysis ' here we check clockwise around the entity its position ' and fill the ta(terrainanalysis) array with 0 if there is no read there ' and 10 if there is a road Local ta:Int[] = New Int[9] ta[1] = mypathfollowing.map[tiley-1][tilex] ta[2] = mypathfollowing.map[tiley-1][tilex+1] ta[3] = mypathfollowing.map[tiley][tilex+1] ta[4] = mypathfollowing.map[tiley+1][tilex+1] ta[5] = mypathfollowing.map[tiley+1][tilex] ta[6] = mypathfollowing.map[tiley+1][tilex-1] ta[7] = mypathfollowing.map[tiley][tilex-1] ta[8] = mypathfollowing.map[tiley-1][tilex-1] For Local i = 1 To 8 If ta[i] = 0 ta[i] = 0 Else ta[i] = 10 End If Next ' weighted direction analysis ' here we use the current direction and add ' up the current direction with 2 and left and ' right from there with +1 and the opposite ' direction of the entity direction -1 If direction = 1 ta[1] += 2 ta[2] += 1 ta[8] += 1 ta[5] -= 1 End If If direction = 2 ta[2] += 2 ta[3] += 1 ta[1] += 1 ta[6] -= 1 End If If direction = 3 ta[3] += 2 ta[4] += 1 ta[2] += 1 ta[7] -= 1 End If If direction = 4 ta[4] += 2 ta[5] += 1 ta[3] += 1 ta[8] -= 1 End If If direction = 5 ta[5] += 2 ta[6] += 1 ta[4] += 1 ta[1] -= 1 End If If direction = 6 ta[6] += 2 ta[7] += 1 ta[5] += 1 ta[2] -= 1 End If If direction = 7 ta[7] += 2 ta[8] += 1 ta[6] += 1 ta[3] -= 1 End If If direction = 8 ta[8] += 2 ta[1] += 1 ta[7] += 1 ta[4] -= 1 End If ' choosing direction ' here we get the highest weight to get the next direction Local maxterrain:Int Local maxindex:Int For Local i=1 To 8 If ta[i] &gt; maxterrain maxterrain = ta[i] maxindex = i End If Next ' update position ' here we use the new direction and move the entity and set ' the new or last direction If maxindex = 1 direction = 1 tiley -= 1 End If If maxindex = 2 direction = 2 tilex += 1 tiley -= 1 End If If maxindex = 3 direction = 3 tilex += 1 End If If maxindex = 4 direction = 4 tilex += 1 tiley += 1 End If If maxindex = 5 direction = 5 tiley += 1 End If If maxindex = 6 direction = 6 tilex -= 1 tiley += 1 End If If maxindex = 7 direction = 7 tilex -= 1 End If If maxindex = 8 direction = 8 tilex -= 1 tiley -= 1 End If End Method Method findstartpos() For Local y=0 Until mapheight For Local x=0 Until mapwidth If mypathfollowing.map[y][x] = 1 tilex = x tiley = y Return End If Next Next End Method Method draw() SetColor 255,255,0 DrawRect tilex*tilewidth,tiley*tileheight,entwidth,entheight End Method End Class Class pathfollowing Global map:Int[][] = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0], [0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0], [0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0], [0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0], [0,0,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,0,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0], [0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0], [0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,0,0], [0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0], [0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0], [0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0], [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]] Field screenwidth:Int Field screenheight:Int Field mapwidth:Int Field mapheight:Int Field tilewidth:Float Field tileheight:Float Method New(width:Int,height:Int) mapwidth = map.Length mapheight = map[0].Length screenwidth = width screenheight = height tilewidth = Float(screenwidth)/Float(mapwidth) tileheight = Float(screenheight)/Float(mapheight) End Method Method draw() SetColor 200,100,0 For Local y = 0 Until mapheight For Local x = 0 Until mapwidth If map[y][x] = 1 DrawRect x*tilewidth,y*tileheight, tilewidth+1,tileheight+1 End If Next Next End Method End Class Global mypathfollowing:pathfollowing Global myentity:entity Class MyGame Extends App Method OnCreate() SetUpdateRate(5) mypathfollowing = New pathfollowing(DeviceWidth,DeviceHeight) myentity = New entity() End Method Method OnUpdate() myentity.update End Method Method OnRender() Cls 0,0,0 mypathfollowing.draw myentity.draw SetColor 255,255,255 DrawText &quot;Monkey-X - Path Following Example&quot;,10,10 End Method End Class Function Main() New MyGame() End Function [/code] This post is from -- http://socoder.net/index.php?topic=0