This one better not turn out as long as the last one or I will have to split this out over even more articles. The reason I allowed the last article to become so long is because I wanted to leave you with enough meat to implement it so that if you wished you could have it done by this post and then start refining it.
The meaning of Updating
The reason I always refers to updating is because you can’t just set a triangle to being blocked or unblocked. Well you can do that but what if the same triangle gets blocked by more than one obstacle for example and then that obstacle is destroyed. If you just set the triangle to unblocked you will be able to drive through one of the objects. And if you don't then you can't make objects that you can destroy dynamically at all.
Showing posts with label Pathfinding. Show all posts
Showing posts with label Pathfinding. Show all posts
Monday, March 15, 2010
Monday, March 8, 2010
Trivial navigation mesh generation I
This is going to be a intermediate level lecture so before you read this lessons there are a couple of things I'm going to assume that you have prior knowledge of.
- A*
- The different search space representations for it and how to use it on them.
- 2D Line vs 2D Line intersection
- 2D Triangle vs 2D Triangle Intersection
- 2D Triangle inside Triangle tests
- 2D Point inside Triangle test
Labels:
AI,
Intermediate,
Navigation meshes,
Pathfinding
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