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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

Pathfinding on a navigation mesh


Pathfinding on the navmesh requires the start and end locations as well as the navmesh that needs to be queried. The position of the start point and end point isn't required to be directly on the navmesh, but can, instead, be up to 5 meters vertically or 2 meters horizontally away from the mesh. The path returned will have the nearest start point and end point on the navmesh if the original point resides outside the mesh. Snapping search points on the navmesh allows agents to navigate back to the navmesh in case they navigate off the mesh due to steering.

Path query

Path queries are performed based on the shortest distance from the start point to the end point. The sandbox doesn't distinguish any area of the navmesh from being more costly to traverse over , so pathfinding only considers the Euclidean distance when performing a search:

path = Sandbox.FindPath(sandbox, "default", startPoint, endPoint);

Query results

Pathfinding results are returned as a table of...

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