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AI Navigation in a 2D playing field

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-1 comments, last by starstriker1 21 years, 6 months ago
I''ve been working on my game for a couple of days now, just getting the bare basics in. Wanting to plan ahead, I was thinking about how I could manage navigationfor the bots I will be using... The game will be similar to Subspace... the level will be a tile grid, while the players move freely of the grid with asteriod style physics. I want the AI to be able to intelligently navigate its world and comeplete its goals (e.g. Attack enemy, midfield, grab flag, Defend, escort flag carrier, etc.). What should I use to allow my bots to navigate the world? A waypoint system? Use the tiles themselves as waypoints? And how would I do that? Thanks.

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