Investigating NPC Path Finding Behaviors with Navigation Mesh and Grid Map Techniques
摘要
The successful of Non player character affected by behaving intelligently which depends on many key aspects such as traversing the world and interact with surroundings and behave using human alike brains, to allow the agent to traverse the world, then the targeted environment should be presented in a simplified way. This paper reviews systemically the varies types of maps such as grid map, waypoints and navigation mesh, used to represent complicated environments and shows a comparison between traversing a shortest path found using A* algorithm in a grid map in comparison to a Navigation mesh.