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    DrakeFish's Avatar Lazy Leecher

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    [Question] Pathfinding Algorithm/Lib?

    Hi there. I am currently working on a bot for Diablo 3. However, I never worked on pathfinding really and I would need some tips about it. What I currently have available are both meshes (points containing a flag indicating whether it is possible to walk on that point or not) and the NavCells (rectangles containing a flag indicating whether it is possible to walk on that point or not, and containing all their "neighbors" cells).

    I could use any of those two methods, or both if that's needed. I have some A* algorithm working with points available, but the current implementation would probably make the bot stick to walls when travelling bigger distances instead of taking the middle of the road and using some smooth path. I'd like the algorithm to be able to make smooth turns instead of trying to take the fastest way, which would probably make it get stucked on walls when travelling.

    Here's my question: What do you guys think, should I use the Nav Meshes or the Nav Cells (Rectangles)? Is there any good lib / algorithm I could look into for this? I've read this article (it's a 3-pages long article), do you think this is the solution I were looking for?

    Thanks for any tip, it will be very appreciated!
    Last edited by DrakeFish; 10-03-2011 at 10:08 AM.

    [Question] Pathfinding Algorithm/Lib?
  2. #2
    suicidity's Avatar Contributor
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    In case you didn't see my reply in the shoutbawx, check this outhttp://www.valvesoftware.com/publica...mike_booth.pdf. It goes into some of the AI pathing behavior, If you have the NavCels from the game's Mesh information I'd say use them.


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