Path tables or real time searching for AI?

Posted by SirYakalot on Game Development See other posts from Game Development or by SirYakalot
Published on 2011-11-19T08:46:14Z Indexed on 2011/11/19 10:16 UTC
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What is the more common practice in commercial games; path lookup tables or real time searches?

I've read that in many games path lookup tables are pre-calculated and baked into each map, so to speak, then steering behaviour is used to handle dynamic obstacles.

or is it better practice to use optimised hierarchical A* searches? I understand the pro's and cons of each, I'm just curious as to what is most often used in the industry.

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