Does starcraft2 use navmesh A* or grid A* for pathfinding?
If you want to see slides from James Anhalt's GDC presentation on SC2 pathfinding (and have some time to wait for a long PPT download), you can get them from here.
http://gameai.com/papers.php?a=23&t=&e=&y=
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain. Thus SC2 uses both, A* and a Navmesh, and steering behaviour on top of that.
Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
Your question doesn't make sense.
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain.
His question makes perfect sense. He was wondering if A* was used on a *navmesh* or on a *grid*.
Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
Wow... Ok...
Your question doesn't make sense.
A* is an algorithm while a Navmesh is the data structure (graph) representing your terrain. Thus SC2 uses both, A* and a Navmesh, and steering behaviour on top of that.
Anyway, I wouldn't try to learn from what Blizzard is doing with their games. They're really just not that good except for their marketing and cinematics team.
You went 0-2 on this post.
1) Read the person's post before you bust out the snark.
2) You are knocking arguably one of the best game design teams in the history of ever.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
It uses a navmesh. Also please note that there is a bunch of steering code happening in there rather than simple A*.
If you want to see slides from James Anhalt's GDC presentation on SC2 pathfinding (and have some time to wait for a long PPT download), you can get them from here.
http://gameai.com/pa...p?a=23&t=&e=&y=
The ppt zip is broken, I cann't open it.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Sigh. That's the one hosted on the GDC Vault site. Let me see if I have my own copy around here someplace.
Could you sent me the "James Anhalt's GDC presentation on SC2 pathfinding", thank you very much
email [email="flin0529@gmail.com"]flin0529@gmail.com[/email]
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"