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Hierarchical Pathfinding for Navigation Meshes (HNA*)
- C 58%
- C++ 41.1%
- Objective-C 0.4%
- CMake 0.2%
- Lua 0.2%
- Other 0.1%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
| DebugUtils | ||
| Detour | ||
| DetourCrowd | ||
| DetourTileCache | ||
| Docs | ||
| HierarchicalPathfinding | ||
| Recast | ||
| RecastDemo | ||
| .gitignore | ||
| Doxyfile | ||
| License.txt | ||
| README.md | ||
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.