Re:Optimizing A* for grid maps
by revelation on Saturday February 21, 2015 @08:21PM
(#9087785)
Seconded, Recast+Detour is terrific.
You can feed it raw tris, the same stuff you would send to the graphics card to render, and get out a high quality, extremely fast navigation mesh.
https://github.com/memononen/recastnavigation
He does automatic graph construction from dense data. Recast can generate this dense data automatically by populating a graph at voxel centers based on the level geometry, but it can also accept a tile-grid at that point.
It is a terrific system, and if you want to learn about how robust pathfinding should be done in games, you can do much worse that find out how it works.