- Unity 5.x Game AI Programming Cookbook
- Jorge Palacios
- 85字
- 2021-07-09 19:37:50
Chapter 2. Navigation
In this chapter, we will cover the following recipes:
- 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 your way out of a maze with DFS
- 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*
- Planning navigation in several frames: time-sliced search
- Smoothing a path
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