Pathfinding

During the second year at university we studied game AI programming and in which we made a program that takes a "map" in the form of O's and X's marking walkable and not walkable tiles. It can then generate a navmesh structure from this map both in tile-form but also using largest convex polygon.

I implemented pathfinding using the algorithms A-star, depth- and breadth first and reverse A-star.

Details

Timeperiod:

Feb 2013 (~3 weeks)

VCS:

Subversion

Members:

Viktor Hansson