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Pathfinding pt.2

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O-san

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After searching the web on pathfinding I stumbled upon a waypoint technique called navigation mesh. If I understand it correctly it is possible to use a* in the same as a waypoint structure but the navigation mesh will give you a lot more freedom for the NPCs. It will also generate faster paths for the characters to walk.

I think it will be quite easy to implement a navigation mesh tool inside the editor so that is what I am going to go for first.

Interested readers can read about navigation meshes vs waypoint structures over at ai-blog.net.
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Very nice link you got there. Put that in my bookmarks. ;) Cannot wait to see what you can do with it.

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One of the Game Programming Gems books (One of the earlier ones I think) has an article about navmeshes, they seems pretty good to use.

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