8.1. Pathfinding.

February 03, 2017

 

8.1.1. Main Reading.


• Unity AI Game Programming.
Chapter 4: Finding Your Way. A* Pathfinding.

Discusses a popular algorithm, which is used to find the best route from a given location to a target location. With A*, we scan the terrain and find the best path that leads us to the goal.

    • A* algorithm revisit
    • PriorityQueue
    • Scene setup

8.1.2. Complementary Reading.


• Unity 5.x Game AI Programming Cookbook.
• Chapter 2: Navigation.

    • Representing the world with grids
    • Representing the world with Dirichlet domains
    • Representing the world with points of visibility
    • Representing the world with a self-made navigation mesh
    • Finding the shortest path in a grid with BFS
    • Finding the shortest path with Dijkstra
    • Finding the best-promising path with A*
    • Improving A* for memory: IDA*

• Chapter 4: Coordination and Tactics..

    • Extending A* for coordination: A*mbush
    • Creating good waypoints
    • Analyzing waypoints by height
    • Analyzing waypoints by cover and visibility
    • Exemplifying waypoints for decision making
    • Influence maps
    • Improving influence with map flooding
    • Improving influence with convolution filters

• Unity AI Programming Essentials.
• Chapter 1: Pathfinding.
.

    • Quick Path AI






8.1.3. Unity Documentation.


• Navigation and Pathfinding.
The navigation system allows you to create characters that can intelligently move around the game world, using navigation meshes that are created automatically from your Scene geometry. Dynamic obstacles allow you to alter the navigation of the characters at runtime, while off-mesh links let you build specific actions like opening doors or jumping down from a ledge. This section describes Unity’s navigation and pathfinding systems in detail.