Does starcraft2 use navmesh A* or grid A* for pathfinding?
I'm also interested in the SC2 presentation if anyone has a valid link or copy.
I found that the buildings in SC2 are on grids, it seems like they combined both grid and navmesh?
I cannot open the zip too, could anybody help?
I cannot open the zip too, could anybody help?
I found that the buildings in SC2 are on grids, it seems like they combined both grid and navmesh?
I cannot open the zip too, could anybody help?
I guess, the navmesh is used for pathfinding, the grid is used for placing building, generating terrain, calculating neighbors in steering behavior
I downloaded SC2, and tried its editor. Press Ctrl + Alt + H to show navMesh and put some buildings on it, it shows the dynamic generation of navMesh for the building's constructions and destructions clearly. Or you can also add polygon directly.
It's Delaunay algorithm isn't it? But my question's still: how to deal with agents in different sizes? The editor doesn't shows if it generated various layers for different size of agents.
It's Delaunay algorithm isn't it? But my question's still: how to deal with agents in different sizes? The editor doesn't shows if it generated various layers for different size of agents.
Yeah, I was going to say that the grid is just for building placement. It just gens the navmesh as needed. That's a well-documented approach for navmeshes and changeable terrain.
I looked through my AI summit files from last year and didn't see a copy of James' slides. I will ask him if he has them sitting around.
To be honest, though, the slides aren't going to tell you much.
I looked through my AI summit files from last year and didn't see a copy of James' slides. I will ask him if he has them sitting around.
To be honest, though, the slides aren't going to tell you much.
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
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