Unity Artificial Intelligence Programming - Fourth Edition
by Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
A navigation mesh
Now we have some idea of A* pathfinding techniques. One thing that you might notice is that using a simple grid in A* requires quite a few computations steps to get a path which is the shortest to the target and at the same time avoids the obstacles. It may not seem notable, but for huge maps with thousands of tiles, searching for a path tile-by-tile in a mostly empty map is a severe waste of computational power. So, to make it cheaper and faster for AI characters to find a path, people came up with the idea of using waypoints as a guide to move AI characters from the start point to the target point. Let's say we want to move our AI character from point A to point B, and we've set up three waypoints, as shown in the following ...
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