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AI Navigation development for Leadwerks3D

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Uploaded by on Oct 1, 2011

Demonstrates some capabilities and problems as we develop our AI navigation for Leadwerks3D

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Gaming

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  • @Randoriify Continued.... If you want more precise lines through each navigation tile you can subdivide each tile objectively by creating 2 D arrays of 2 D arrays of 2 D arrays of type "NavMap". The "NavMap" structure could hold pointers for rendering the red line though the shape ..etc. Because a line path though a huge square is basically the same as a path though a subdivided square. This could work using C++ with some tweaking. Your path finding algorithm could even be recursive(subdivide).

  • How are you representing the navigation tiles? You could try creating a structure "NavMap" that holds a coordinate value and a pointer to a geometric shape type. Then use a 2 dimensional array of type "NavMap" for the location of each navigation tile. Each array value will represent a navigation tile,and will make your path finding heuristic work as designed. For simulating the actual crossing of the square shaped navigation tile you can bisect from corner to corner,or midpoint to midpoint etc.

  • he want's to go around the block to flank maybe?

  • The distance to the corner of the block is short, so maybe it is going there first?

    Are you using A* at all?

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