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Hello,
First off, I'm new to this group so here goes my first message.
I'm currently looking into various ways of doing 3d pathfinding in a game
that is very similar to Dungeon Siege and Neverwinter Nights.
It consists of tiles that are arranged together. Each tile is 3D and can
have more than 1 level. For instance, you may be able to go up a flight of
stairs as well as walk under the stairs on a single tile. I want things like
bridges as well in the game.
I'm wondering what my options are for pathfinding. If anyone has any
suggestions as to what I should look into, that would really really help me
out. I'm not looknig for a "do this" type of answer, I want to actually
understand what's going on so algorithms are what I need.
I've looked into A* and I have done simple 2D navigation with it but I
haven't been able to figure out how to exploit it for 3D navigation. If
anyone has a link to some usefull info, that would be really appreciated.
Shawn
Hello,
First off, I'm new to this group so here goes my first message.
I'm currently looking into various ways of doing 3d pathfinding in a game
that is very similar to Dungeon Siege and Neverwinter Nights.
It consists of tiles that are arranged together. Each tile is 3D and can
have more than 1 level. For instance, you may be able to go up a flight of
stairs as well as walk under the stairs on a single tile. I want things like
bridges as well in the game.
I'm wondering what my options are for pathfinding. If anyone has any
suggestions as to what I should look into, that would really really help me
out. I'm not looknig for a "do this" type of answer, I want to actually
understand what's going on so algorithms are what I need.
I've looked into A* and I have done simple 2D navigation with it but I
haven't been able to figure out how to exploit it for 3D navigation. If
anyone has a link to some usefull info, that would be really appreciated.
Shawn
