Making navigation mesh for A* and AI pathing
by Ben Carnes · in Torque Game Engine · 03/18/2004 (11:16 am) · 3 replies
I am still new to Torque.
I am trying to build a navigation mesh for use with A* and other AI stuff.
The general technique I am trying to achieve is something like the following:
1) Find convex polygons
2) Optimize navigation mesh
2a) Merge neighbor nodes
2b) Subdivide nodes to handle static objects on terrain.
2c) Remerge nodes after subdividing
In the final navigation mesh, each node will have a mostly uniform slope. This slope can be queried to determine the cost of traveling across each node.
Ideally the navigation mesh would work with interiors as well, but my primary concern is just getting it to work with terrain, even if it ignores static objects.
Has anybody tried something like this? Any advice or suggestions?
I am trying to build a navigation mesh for use with A* and other AI stuff.
The general technique I am trying to achieve is something like the following:
1) Find convex polygons
2) Optimize navigation mesh
2a) Merge neighbor nodes
2b) Subdivide nodes to handle static objects on terrain.
2c) Remerge nodes after subdividing
In the final navigation mesh, each node will have a mostly uniform slope. This slope can be queried to determine the cost of traveling across each node.
Ideally the navigation mesh would work with interiors as well, but my primary concern is just getting it to work with terrain, even if it ignores static objects.
Has anybody tried something like this? Any advice or suggestions?
About the author
#2
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1482
I'm not sure what you mean about convex polygons. Don't make it too complicated. Just routing on the terrain grid itself, marking cells which are too steep, underwater, or overlap a static shape would be a good start.
03/18/2004 (11:41 am)
There are some good articles about this in the "Game Programming Gems II" book.http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1482
I'm not sure what you mean about convex polygons. Don't make it too complicated. Just routing on the terrain grid itself, marking cells which are too steep, underwater, or overlap a static shape would be a good start.
#3
03/18/2004 (12:24 pm)
The forum link is very helpful. Thanks :))
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