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AI Game Programming Wisdom 4 by Steve Rabin

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2.11Postprocessing for High-Quality Turns

Chris Jurney—Kaos Studios

jurney@gmail.com

Units with limited turning ability, such as Jeeps and motorcycles, present problems for pathfinding and movement systems. Calculating turns for these units during the search multiplies the time required for an already expensive step (described in [Pinter01]). This same article describes a way to modify an A*-generated path by converting corners in a smoothed path into turns. In this article, we will refine this technique by defining a broad set of turn types, and then we will explain a method for selecting the most optimal turn at each corner.

This technique is directly applicable to strategy games but can be used in any game with units that have limited turning ...

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