Thursday, November 19, 2015

path finding - How to handle pathfinding on a non-grid/non-node terrain map


I'm not sure if this is even path-finding. All I have is a 3D map that has hills, etc. I'd like the enemy to flock an object, but also walk around other objects. These blocking objects may be added after the path is calculated, which would cause a re-calculation of the path.



What algorithm am I looking at here?




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