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Programming Game AI by Example
book

Programming Game AI by Example

by Mat Buckland
September 2004
Intermediate to advanced
495 pages
18h 28m
English
Jones & Bartlett Learning
Content preview from Programming Game AI by Example
where each node represents a convex space (instead of a point). Figure 8.3
shows the map from Figure 8.1 partitioned in such a way.
Why is this a good thing? Well, navmeshes are efficient. The data structure
required to store one is compact and can be searched very quickly. In addi-
tion, where environments are constructed entirely from polygons — like
the majority of 3D FPS type games — it’s possible to use algorithms to
partition the walkable areas of the maps automatically.
The Raven Navigation Graph
Because they provide me with the greatest opportunity for demonstrating a
varied range of techniques, the navigation graphs for Raven maps are cre
-
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Publisher Resources

ISBN: 9781556220784