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Re:Optimizing A* for grid maps by sago on Saturday February 21, 2015 @07:21PM (#9087615)
Take a look at Mikko Minonen's excellent open source Detour and Recast libraries:

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.

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.