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Navigation Point Programming

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Game Development Professionals, Could any one in the know, please refer me to source code material that teaches Novice programmer's like my self to implement Navigation Point Programming, like when your playing "Halo", or "Warhammer 40,000 FIRE WARRIOR", at various stages througout various level's you have Arrow's that guid you to your intended distination. Please, Please fill this thick person in, on how to implement this technology in a Game Engine. Somebody, Maybe ?, Please .

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I'm guessing that kind of feature works by first having some kind of AI navigation (like A*) implemented, and then it just finds a path from you to where they marked that you should go and draws an arrow in the direction of the first few steps.

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Guest Anonymous Poster
Do a yahoo search on 'waypoints'.


Effectively its a hierachical pathfinding scheme where each 'room' has a centerpoint that is line of sight to the whole 'room'. Simple pathfinding (A* or whatever) can find
the way to that point if an object is in the room (this keeps the paths fairly short). Often a rectangle is used to box check which 'room' the object is in. When the object wants to
move to a different location, its 'room' is identified and a higher level pathfind (A* or breadthfirst search) on a connection network of all 'room' centerpoints is done to find
a sequence of rooms to travers to get to the desired target point.

Do a yahoo search on 'portal engine' or 'portal' + 'pathfinding'

To make the movement paths between waypoints more clean, each doorway between rooms has its own point in the high level navigation network (so that the object will head straight for the proper door and optomizes the low level path finding operation).

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