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PhysX + AI

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I'm using the PhysX (C++ with DirectX 9.c)
My level is being cooked, and I'm using a Character Controller in my player.

Look this:

I'm needing to make some enemies in the game.
Should I use a controller for each enemy character?
and how do I apply to path finding a* using the PhysX? (Collision detection with the map and know where to walk)


[Edited by - VitaliBR on October 18, 2010 10:44:19 AM]

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A* is hard to apply from the side but you can divide the world in floor sections and tell how to walk, jump or climb from one section to another. This will create a directed graph with deadlocked locations that enemies will avoid. If you have almost instant acceleration, you can use a directed version of Dijkstra's algorithm.

About the stair physics:
You can have an invisible ramp on the stairs (Like in Unreal 2) to make walking smoother.

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