Recently while cleaning my room, I came across a box containing my college memorabilia, (Read “stuff that I never even knew existed”) Digging deeper into the dusty pile of uselessness , I found something rather interesting. 650 more words
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
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
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
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