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Fixing Pathfinding Once and For All

February 17th, 2010

So I was browsing the web reading up on Navigation Meshes and ran across and interesting article called Fixing Pathfinding Once and For All. What’s pretty cool is that this article starts off by presenting various examples of failed AI (bots running into walls, etc) and then elaborates how this can be resolved.

As much as I loved Bayonetta, I could’ve sworn I saw an AI get stuck in it’s pathfinding on a wall. On the flipside, I was always in awe when I played Left for Dead 2 (which uses Navigation Meshes). I can’t count how many times I saw the AI pull off something really crazy. Hell, we were practically begging the AI to mess up on several occasions as we tried in vain running around inside of a mall searching for gas cans- trying to get the Tank to lose us.

One of these days I’m thinking I’ll try to put together a demo of some bots running around on a Navigation mesh….

Programming

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