Path-Finding

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Jeremy Townsend (paradoxgames++at++mindspring.com)
Mon, 23 Mar 1998 22:41:18 -0600


Hi, we are developing a 3D "game" of sorts using Performer that relies
heavily on pathfinding (i.e. finding the shortest route between point A and
point B on the surface of our terrain geometry). In 2D this is an easy
problem, but the 3D terrain in question is extremely varied and intricate.

One approach we tried was to create a list of spheres over the entire
terrain and link them in a logical order (i.e. to get to specific
coordinate in sphere Z from coordinates in sphere X, proceed through
spheres X->Y->Z then move to specified coordinates in Z.) While efficient,
the set up is a hassle (100s of spheres, drawn and linked by hand), and it
tends to crash when we use more than 20 spheres.

Another approach was to break down everything into a standard 2D array, but
the arrays would be so large as to be completely unmanageable.

Anyway, my question is: Has anyone tried to do accurate 3D pathfinding?
Could you send some ideas our way please?

Thank you!

Jeremy Townsend
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