I have my A* path finding engine working properly. Now, I face the
problem on path straightening. There seems to have little discussion in
the game development forums and I cannot find much information from
google or so. Hope to find some light here.
My A* uses triangle meshes as the search space. I get information on
the neighbours but not visibilities because of the large amount of
After searching for some time, I discovered some artivles using the
tunnel and apex method in path straightening. Though, I just get the
brief description. Where can I find more in depth descriptions?
The other problem is, the descriptinos say it can only use for fixed
starting point problems. So, is that true?
Is there any other fast method in straightening paths after A* on the
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Could you define path straightening for me? Optimizing the nav mesh?
You might find this article usefull:
It might also be useful to have multi-layer path network grids. In
practice a friend of mine implemented a multi-layer search grid for a
project to optimize speed but the fact that each layer could convey a
larger pattern the path was actually very nicely smoothen by the
transisions downwards in layers.