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Maybe someone can clear something up for my understanding here. Having implemented A*-style algorithms occasionally, I was under the impression that by "navmes
by Udo 4y ago
Maybe someone can clear something up for my understanding here.
Having implemented A*-style algorithms occasionally, I was under the impression that by "navmesh" people mean a planar vector structure that can then be navigated using, for example, A*. As opposed to a grid data structure consisting of cells that can then be navigated using a pathfinding algorithm. I always saw A* as a strategy to find a path in any graph, and I saw navmesh as an example of such a graph.
Now it seems people are defining navmeshes as both a data structure AND pathfinding strategy, and by the same token are likewise seeing A* as both. This seems really confusing to me.
Have I been using the lingo wrong all this time?
- warent 4y agoNo I think you're right and that I was mistaken. The only navmesh implementations I've seen do not use Astar, with Astar only being used in grid structures. But now I see that was a coincidence.
- dheera 4y agoAstar can also be used for non-grid structures. It can actually be used for any graph traversal, including e.g. Google Maps Navigation type use cases, and is arguably even more suited to those problems than grid movement, since the lowest-cost path through a grid is often a very unnatural way to move through an open space, especially if you're using Manhattan distances.
- Agentlien 4y agoI've worked on several AA and AAA games which use nav meshes and they've all used A* for search. This is also how many game engines, including Unity, implement their NavMesh queries.