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AI Game Programming Wisdom 4 by Steve Rabin

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2.5Navigation Mesh Generation: An Empirical Approach

David Hamm—Red Storm Entertainment

trianglegamer@gmail.com

Many games rely on navigation meshes as inputs for AI pathfinding. Automatically generating these meshes can be a big win for development because it eliminates both a major art task in the content pipeline and a corresponding class of bugs. A computational approach to navigation mesh generation has previously been presented [Tozour02] and extended in the AI Game Programming Wisdom series [Farnstrom06].

This article proposes an alternative, empirical approach to navigation mesh (navmesh) generation being developed for the Tom Clancy’s Ghost Recon series of games. This technique scales very well with increasing world detail, including ...

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