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AI Game Programming Wisdom 4 by Steve Rabin

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2.3Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision

Paul Marden—DigiPen Institute of Technology

pmarden@digipen.edu

Forrest Smith—Gas Powered Games

fsmith@gaspowered.com

In recent years, graphics and physics advancements have allowed for the creation of wildly more complex and dynamically changing environments, but pathfinding systems are often not able to adapt. Navigation meshes are commonly used but often in a precomputed form that can’t be updated during runtime.

This article proposes a method for creating and storing navigation mesh (navmesh) information in a manner that allows for both rapid creation and updating of pathfinding nodes. It is made possible through a clever series of clipping techniques that allow for ...

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