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GameAIPro_Chapter27_Tactical_Pathfinding_on_a_NavMesh.pdf

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Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions, D. Hunter Hale, G. Michael Youngblood 20. Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers, Fabien Gravot, Takanori Yokoyama, Youichiro Miyake 21. Techniques for Formation Movement using Steering Circles, Stephen Bjore demo code 22. Collision Avoidance for Pre-Planned Locomotion, Bobby Anguelov 23. Crowd Pathfinding and Steering using Flow Field Tiles, Elijah Emerson 24. Efficient Crowd Simulation for Mobile Games, Graham Pentheny demo code 25. Animation-Driven Locomotion with Locomotion Planning, Jaroslaw Ciupinski Read more↗

Size553.81KB
Content typeapplication/pdf
Updated2 years ago
Checked2 weeks ago
Hostwww.gameaipro.com
Keywordsgameaipro chapter27 tactical pathfinding on navmesh pdf game pro chapter nav mesh
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