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rmmc

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  1. Hi I'm implementing a navigation mesh approach to pathfinding, but I'm now facing a problem. The world where I have to pathfind consists of a heightmap-based terrain with meshes on top (and these meshes can have more meshes inside them). I can generate the navigation meshes for the heightmap and the meshes themselves, but, the problem is, moving from one navigation mesh to another, that is, finding the connection spots between the navigation meshes. I've been brainstorming on how to solve this problem, and the only option that I've seen so far was doing mesh-merging, by merging the meshes of all the objects and the heightmap and then generate the navigation mesh from that. But merging arbitrary geometry is a complex procedure (both to implement and to run), so I would prefer a different solution. Does any of you have any experience regarding this subject? Even if you have solved this kind of problem using a different approach (like nodes instead of nav meshes), I would greatly appreciate your input. Thanks in advance, Rui Casais
  2. The book "An Introduction to Multi-agent Systems", from Michael Wooldridge, is a very good book on this subject, I recommend taking a look at it. http://www.amazon.co.uk/exec/obidos/ASIN/047149691X/qid=1108367599/ref=sr_8_xs_ap_i1_xgl/202-4341169-8955019
  3. Very complex as in large and complex scenes, not many almost straight line paths. As for storage, I will keep it in an hierarchical set of tables, to have a compromise between memory consuptiom and time to resolve the path. As for the gridlike approach, I'm afraid that I can't use it, as my navigation meshes won't be gridlike at all. I do not have much detailed information about the mesh itself, though, as the collision meshes from where I construct the navigation meshes are still being done, and I won't have access to that data for a while. From what I've been seeing it seems like the best option is to go for A* using priority queues, but I still have to do some more research...
  4. Hello I'm implementing a pathfinding system that generates a navigation mesh based on the collision data for the objects in the world, precomputes the shortest path between any 2 cells and, at runtime, simply polls the tables for the path to follow. The problem is that I'm not sure if using an A* approach to compute the path from any cell to any other cell is good enough compared to a Floyd-Warshall or a Johnson's sparse graphs algorithms. Does anyone have any experience with this kind of computation? If so, what do you think is the best approach? Keep in mind that we are talking about potentially very complex navigation meshes. Thanks in advance, Rui Casais
  5. Greetings I'm doing some research into how to implement pathfinding and I'm now stuck on generating info that can be used by a pathfinder for large and complex meshes. Imagine having a large/huge mesh, a city, or a cave, something large and full of complex objects. How would you design a system to generate pathfinding information for something like that? Traditional node-based approaches are not very reliable, as the geometry is way too complex. A Navigation Mesh approach seems the way to go, but generating this mesh is pretty hard, as generating it by simplification of the map mesh produces a too complex nav-mesh. Any ideas? Thanks in advance, Rui Casais
  6. It is Maxthon, not Firefox. Maxthon is a browser that uses the IE engine but has all of the cool new features (tabbed browsing, mouse gestures, groups, etc, etc)