Fast Triangulation of Simple Polygons
Proceedings of the 1983 International FCT-Conference on Fundamentals of Computation Theory
Efficient cells-and-portals partitioning: Research Articles
Computer Animation and Virtual Worlds - Game Technologies
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
IEEE Transactions on Visualization and Computer Graphics
Approximate convex decomposition of polygons
Computational Geometry: Theory and Applications
Hierarchical path planning for situated agents in informed virtual geographic environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Navigation queries from triangular meshes
MIG'10 Proceedings of the Third international conference on Motion in games
A navigation mesh for dynamic environments
Computer Animation and Virtual Worlds
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Most current games perform navigation in virtual environments through A* for path finding combined with a local movement algorithm. Navigation Meshes are the most popular approach to combine path finding with local movement. This paper presents a new Automatic Navigation Mesh Generator (ANavMG) that subdivides any polygon representing the environment, with or without holes, into a suboptimal number of convex cells where local movement algorithms can be applied without deadlocks. We introduce the concept of convex relaxation to further reduce the number of cells depending on the flexibility of the local movement algorithm. Finally we show results of the ANavMG and its application to a multi player game.