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Leafy BSP and Pathfinding

Started by November 10, 2004 08:45 AM
3 comments, last by Timkin 20 years ago
Hey guys, i figured if anyone couuld help with this one, you could. i have a leaf based bsp engine running. very simple. nice two floor level. i have an editor. my ? is how can i auto generate the path finding nodes to store in a graph automatically. i can do it manually, but for huge levels, i could see that not being fun. thanks much
Code makes the man
There are lots of ways you can do this. Here are a couple of links to get you on your way:

Quake3

flood fill

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Try this method... designed for Oct-trees... but trivially adaptable to a bsptree:

Williams, M. and Jones, D. I. "A rapid method for planning paths in three dimensions for a small aerial robot", Robotica, volume 19, pp125-135. Cambridge University Press, 2001.

It's essentially a very efficient multi-dimensional flood-fill... which is just a boring name for the more interestingly named "Distance Transform Algorithm". ;)

Cheers,

Timkin
I don't have 'A rapid method for planning paths in three dimensions for a small aerial robot' on hand, so here is my best shot at a replacement. ;) :

http://www.informatics.bangor.ac.uk/~matthew/pubs/thesis.pdf

Specfically, take a look at chapter 5.
Yes, Matthew's thesis is a good read if you're so inclined... if anyone particularly just wants the paper I cited (which gives a good summary of chapter 5 of the thesis) I can provide an electronic copy via email (for research purposes only, of course). I cannot post a URL here though for copyright reasons... sorry.

Cheers,

Timkin

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