Pathfinding on a polygonal map
#1 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 30 November 1999 - 03:57 AM
#2 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 27 November 1999 - 10:33 PM
Then use A* for routefinding in your waypoint-link-net.
Good A* links and something about implementing A* for a 3d-game:
http://www-cs-students.stanford.edu/~amitp/gameprog.html
Unfortunately waypoint systems are not good for dynamic maps, but doors and lifts are not a problem.
#3 Anonymous Poster_Anonymous Poster_* Guests - Reputation:
Posted 29 November 1999 - 01:33 AM
#4 Members - Reputation: 136
Posted 30 November 1999 - 03:57 AM
I've used the waypoint system (similar to what is described above) in a dynamic 3D world (just like described for a RTS) and when the world changed (walls destroyed, buildings built, etc.) we would evaulate and place new nodes (same as waypoints) and link them into the network via the nearest nodes. Then run Astar on the nodes to find the path. Moving units or other NPCs were not a problem, as we would collision detect on those within a specific range as the path was determined.
Just some ideas to consider ...






