Tags » Pathfinding

P5 Presentation by Olivier Rodenberg: "The effect of A* pathfinding characteristics on the path length and performance in an octree representation of an indoor point cloud"

P5 Presentation by Olivier Rodenberg: “The effect of A* pathfinding characteristics on the path length and performance  in an octree representation of an indoor point cloud” 234 more words

#geomatics

Mirror's Edge: Flow, Navigation, Free-running

Seeing as the new Mirror’s Edge game has been given a firm release date, and seeing as I’m thinking a lot about architecture and city planning at the moment, I thought I might do a piece looking at the role of navigation in the original  1,128 more words

Video Games & Narrative

Neatly replacing NavMesh with A* in UE4

I’ve been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could’ve just written an A* pathfinder and custom AI code that uses it, but I wondered if there might be a better way – ideally I’d like to just replace NavMesh with my pathfinder, and have the standard AIController/PathFollowingComponent code work with it seamlessly. 643 more words

UE4

Lunch lecture: p3 presentations - Geomatics students

On Tuesday 5 April from 12 to 14 in lecture room R a number of our Geomatics students will tell about their MSc thesis research. You are cordially invited to attend this  lunch meeting. 369 more words

#geomatics

Binary Heap

Despite lack of activity here I have been very busy programming cool stuff which I hope to get around documenting and sharing with you all. 164 more words