by Adam Lake

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Chapter 3.4. A Practical Spatial Architecture for Animal and Agent Navigation

Michael Ramsey—Blue Fang Games, LLC.

 

“Not so many years ago, the word ‘space’ had a strictly geometrical meaning: the idea evoked was simply that of an empty area.”

 
 --Henri Lefebvre

Game literature is inundated with various techniques to facilitate navigation in an environment. However, many of them fail to take into account the primary unifying medium that animals and agents use as locomotion in the real world. And that unifying medium is space [Lefebvre97]. The architectonics[1] of space relative to an animal’s or agent’s motion in a game environment is the motivation for this gem. Traditional game development focuses on modeling what is physically ...

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