Hierarchical Pathfinding for Navigation Meshes (HNA*)
  • C 58%
  • C++ 41.1%
  • Objective-C 0.4%
  • CMake 0.2%
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Filename Latest commit message Latest commit date
2018-09-16 19:53:11 +01:00
DebugUtils fix some build errors (need to manually include and link metis for some reason) 2017-11-13 16:32:01 +00:00
Detour added windows x64 build instructions 2018-09-16 14:15:33 +01:00
DetourCrowd First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
DetourTileCache First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
Docs First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
HierarchicalPathfinding added windows x64 build instructions 2018-09-16 14:15:33 +01:00
Recast First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
RecastDemo missed some windows build instructions 2018-09-16 19:53:11 +01:00
.gitignore First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
Doxyfile First version of the HNA pathfinding algorithm 2016-05-17 08:28:52 -05:00
License.txt modify license 2016-05-17 08:35:09 -05:00
README.md Create Readme 2016-05-17 08:41:13 -05:00

HPA-NavMesh

Hierarchical Pathfinding for Navigation Meshes (HNA*)

Path finding is a common problem in computer games. Most videogames require to simulate thousands or millions of agents who interact and navigate in a 3D world showing capabilities such as chasing, seeking or intercepting other agents. A new hierarchical path finding solution is proposed for large environments. Thus, a navigation mesh as abstract data structure is used in order to divide the 3D world. Then, a hierarchy of graphs is built to perform faster path finding calculations than a common A*. The benefits of this new approach are demonstrated on large world models.