Navigation and Pathfinding

Books:

I use google to find additional sources for you. Look what I found. Note the texts! Also his notes has a link to some potential geometry help.

    Terms

    Chapter 2 AI Game Engine Programming
    Navigation section
  1. Page 26 Chapter 1 Rodney Brooks and subsumption
  2. Continuous Environment (also Chapter 2 in AI for Game Developers)
  3. Grid (or Tile) Based (also Chapter 2 in AI for Game Developers)
  4. Simple Avoidance
  5. Potential Fields
  6. Map Node Networks (waypoints)
  7. Navigation Mesh

    Chapter 19 AI Game Engine Programming
    Location-Based Information Systems

  8. Influence Maps (IM)
  9. Smart Terrain
  10. Terrain Analysis (TA)
  11. Occupance Data
  12. Ground Control
  13. Pathfinding System Helper Data
  14. Danger Signification
  15. Rough Battle Planning
  16. Simple and Advanced Terrain Analysis

    Chapter 2 AI for Game Developers
    Chasing and Evading

  17. Basic Chasing and Evading
  18. Line-of-Sight Chasing (in tiled, in continuous)
  19. Intercepting

    Chapter 3 AI for Game Developers
    Pattern Movement

  20. in Tiled
  21. in Physically Simulated Environments

    Chapter 4 AI for Game Developers
    Flocking

  22. Classic Flocking
  23. Obstacle Avoidance
  24. Follow the Leader

    Chapter 5 AI for Game Developers
    Potential Function-Based Movement

  25. Chasing/Evading
  26. Obstacle Avoidance
  27. Swarming

    Chapter 6 AI for Game Developers
    Basic Pathfinding and Waypoints

  28. Basic Pathfinding (and Obstacle Avoidance)
  29. Breadcrumbs
  30. Path Following
  31. Wall Tracing
  32. Waypoint Navigation

    Chapter 7 AI for Game Developers
    A* Pathfinding

  33. the Search
  34. Scoring
  35. Terrain Cost
  36. Influence Mapping