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A* using Navigation Mesh


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#1 rajesh kumar

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Posted 26 November 2009 - 12:59 PM

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






----Rajesh---

#2 alphadog

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Posted 03 December 2009 - 09:43 PM

Google "navigation mesh pathfinding"

http://www.ai-blog.n...ves/000152.html was the first hit and pretty good. Lots of links at the bottom.
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.

#3 Watusimoto

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Posted 15 December 2009 - 02:11 AM

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.

Good luck!!

#4 rouncer

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Posted 15 December 2009 - 03:24 AM

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.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.





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