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Navigation Mesh Dynamic Obstacle Avoidance

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Hey there,

 

I'm currently trying to implement a navigation mesh that can be updated in real-time.

A well known paper for this issue is:

 

http://www.staff.science.uu.nl/~gerae101/motion_planning/dynamic_navmesh.html

 

This method requires you to build a navigation mesh by constructing a medial axis and then update the medial axis at runtime.

 

I was wondering if techniques exist that split the polygons of the navigation mesh itself, but wasn't able to find anything on the web.

Now, i ran into an article in the book "AI Game Programming Wisdom 4" called "Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision" by Paul Marden and Forrest Smith, but unfortunately this book is out of print and costs about 400$ as a used copy.

I'm a student and can't afford this, but this article really seems to be what I've been looking for for days. 

 

Are there any papers that describe a similar algorithm by subdividing the polygons of a navigation mesh? Does anyone have this book and could describe the overall algorithm that is used?

 

Greetings!

Edited by Registred

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Unfortunately, this is the "Game Programming Gems" - not the "AI Game Programming Wisdom".

I'm sorry I made a mistake in my first post - I wrote "AI Game Programming Gems".. well, correctly it's called "AI Game Programming Wisdom 4" - I edited it. 

Thanks for your effort, though :)

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I'd like to programm the algorithm myself.. Unfortunately, I couldn't find anything till now..

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Oh, you meant a book library, shame on me. I was searching the bigger libraries of our country and none of them had the book...

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Yeah, I was able to use my company's library, which I admit is more likely to have the book than say, your local public library.  Though not impossible.  If you are near a university, they may also have it.

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