rajesh_kumar at November 26th, 2009 07:59 — #1
Hi to all,
Any one know how to implement a A* algorithm using NavMesh.I had implement the A* Algorithm using Tile based.Its very interesting about articles i read about Navigation Mesh.Some one point me the direction where i can get details about implementation of A* using Navigation Mesh(psuedocode).Thanks in advance
alphadog at December 3rd, 2009 16:43 — #2
Google "navigation mesh pathfinding"
http://www.ai-blog.net/archives/000152.html was the first hit and pretty good. Lots of links at the bottom.
watusimoto at December 14th, 2009 21:11 — #3
I'm lead dev for the game Bitfighter \<\<http://bitfighter.org>>, and we've implemented A* pathfinding for a mesh of irregular shaped polygonal tiles to help robots navigate our levels. The bots are still in development, but the navigation bit works well.
You can grab a copy of our source code from the Sourceforge project \<\<http://sourceforge.net/projects/zap/>>.
All of the relevant code is in the BotNavMeshZone.cpp/.h files. Look for the AStar class.
rouncer at December 14th, 2009 22:24 — #4
Hey thanks for bringing this up rajesh, im havin a good read - i never even really thought about it.
My game is gonna be good, but im just using basic algorythms like cylinder collision sliding to get them to slide through grazing obstacles.
if you have portals, then you just make them walk from portal to portal, i could handle this myself, im good.