Regarding Pathfinding

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Panther Paul, Arjuna

Post Reply
Kai Kratz
Posts: 1
Joined: Thu Jan 20, 2011 9:36 am

Regarding Pathfinding

Post by Kai Kratz »

I recently stumbled upon the BFTF demo and was really impressed by the level of detail that went into the simulation. It looks like BFTF uses continuous map with nav-meshes. And since i am a rather curious CS student i was wondering how BFTB models path-finding.

I do not expect to get an detailed answer but a pointer to right book or publication (other than A*/D*) would be very kind of you. :) Maybe you guys did publish some papers?

Cheers
-Kai
Post Reply

Return to “Command Ops Series”