Navigation and Pathfinding
Books:
- AI for Game Developers, by David M. Bourg and Glenn Seemann ( TOC)
- AI Game Engine Programming, by Brian Schwab
nice sections at end of chapters (e.g. Bringing It All Together
and Pros, Cons, Design Considerations)
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
- Page 26 Chapter 1 Rodney Brooks and subsumption
- Continuous Environment (also Chapter 2 in AI for Game Developers)
- Grid (or Tile) Based (also Chapter 2 in AI for Game Developers)
- Simple Avoidance
- Potential Fields
- Map Node Networks (waypoints)
- Navigation Mesh
Chapter 19 AI Game Engine Programming
Location-Based Information Systems
- Influence Maps (IM)
- Smart Terrain
- Terrain Analysis (TA)
- Occupance Data
- Ground Control
- Pathfinding System Helper Data
- Danger Signification
- Rough Battle Planning
- Simple and Advanced Terrain Analysis
Chapter 2 AI for Game Developers
Chasing and Evading
- Basic Chasing and Evading
- Line-of-Sight Chasing (in tiled, in continuous)
- Intercepting
Chapter 3 AI for Game Developers
Pattern Movement
- in Tiled
- in Physically Simulated Environments
Physics-based: - Control Structures
- Pattern Definition
- Execution
Chapter 4 AI for Game Developers
Flocking
- Classic Flocking
- Steering Model
- Neighbors
- Cohesion
- Alignment
- Separation
- Obstacle Avoidance
- Follow the Leader
Chapter 5 AI for Game Developers
Potential Function-Based Movement
- Chasing/Evading
- Obstacle Avoidance
- Swarming
Chapter 6 AI for Game Developers
Basic Pathfinding and Waypoints
- Basic Pathfinding (and Obstacle Avoidance)
- Breadcrumbs
- Path Following
- Wall Tracing
- Waypoint Navigation
Chapter 7 AI for Game Developers
A* Pathfinding
- the Search
- Scoring
- Terrain Cost
- Influence Mapping