Implementation of a* algorithm within navigation mesh in an artificial intelligence based video games
Temmy Subrando, Fauzan Akbar Drasetyatama, Devi Fitrianah · International Journal of Engineering & Technology · 2018
Pathfinding is one of the key components for Artificial Intelligence in video games, It addresses the problem to find the shortest path be-tween starting point and destination point, before A* became a staple algorithm for pathfindings, many search algorithms were used in-cluding Djikstra, Depth, and Breadth-First searches, Pathfindings are known to be resource-intensive processes especially in a large world but it mostly depends on what algorithm the game is using and what method it is implemented, using A* combined with Navigation Mesh, a popular abstract data structure in video games, this paper reviews the overall system resources used during the pathfinding pro-cess with a destination point that is always moving in a real-time so that it will gives realistic results since, in video games, a Player is constantly moves around the world, the result that we have gathered, we have concluded that A* flawlessly works with Navigation Mesh, and the performance impacts of both A* and Navigation Mesh combined is non-existent.