Path tables or real time searching for AI?
Posted
by
SirYakalot
on Game Development
See other posts from Game Development
or by SirYakalot
Published on 2011-11-19T08:46:14Z
Indexed on
2011/11/19
10:16 UTC
Read the original article
Hit count: 303
ai
What is the more common practice in commercial games; path lookup tables or real time searches?
I've read that in many games path lookup tables are pre-calculated and baked into each map, so to speak, then steering behaviour is used to handle dynamic obstacles.
or is it better practice to use optimised hierarchical A* searches? I understand the pro's and cons of each, I'm just curious as to what is most often used in the industry.
© Game Development or respective owner