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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Chapter 5. Navigation

In this chapter, we will cover the following topics:

  • Generating navigation meshes
  • Pathfinding with navigation meshes
  • Accessing the path information
  • Moving soldiers with navigation meshes
  • Multiple navigation meshes

So far, we've focused on agents; now, we'll take a look at the environments that our agents occupy. To get agents to move around, we're going to use navigation meshes, which are also known as navmeshes. A navmesh is simply a polygon representation of all possible areas our agents can move to.

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