A* in Game Programming Gems
- Game Programming Gems 1
- 3.3 The Basics of A* for Path Planning
- 3.4 A* Aesthetic Optimizations
- 3.5 A* Speed Optimizations
- Game Programming Gems 3
- 3.6 Tactical Path-Finding with A*
- Game Programming Gems 5
- 3.7 Beyond A*
- 3.8 Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*)
- Game Programming Gems 7
- 3.7 Beyond A*: IDA* and Fringe Search
Navigation Mesh in Game Programming Gems
- Game Programming Gems 1
- 3.6 Simplified 3D Movement and Pathfinding Using Navigation Meshes
- Game Programming Gems 3
- 3.2 Area Navigation: Expanding the Path-Finding Paradigm
- 3.7 A Fast Approach to Navigation Meshes
- Game Programming Gems 8
- 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques
A* In AI Wisdom
- AI Wisdom 1
- "Basic A* Pathfinding Made Simple" James Matthews (Generation5)
- "Generic A* Pathfinding" Daniel Higgins (Stainless Steel Software)
- "Pathfinding Design Architecture" Daniel Higgins (Stainless Steel Software)
- "How to Achieve Lightning Fast A*" Daniel Higgins (Stainless Steel Software)
- Cheap List : most cheap 15 nodes + Unsorted open list
- Lazy initialization : Don't initialize all of the nodes. Initialize nodes which are used in the previous searches.
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- "Practical Optimizations for A* Path Generation" Timothy Cain (Troika Games)
- AI Wisdom 3
- "Cooperative Pathfinding" David Silver (University of Alberta)
Navigation Mesh in AI Wisdom
- AI Wisdom 1
- "Building a Near-Optimal Navigation Mesh" Paul Tozour (Ion Storm Austin)
- AI Wisdom 3
- "Improving on Near-Optimality: More Techniques for Building Navigation Meshes" Fredrik Farnstrom (Rockstar San Diego)
- "Smoothing a Navigation Mesh Path" Geraint Johnson (Sony Computer Entertainment Europe)
- AI Wisdom 4
- "Dynamically Updating a Navigation Mesh via Efficient Polygon Subdivision" Paul Marden (DigiPen Institute of Technology), Forrest Smith (Gas Powered Games)
- "Intrinsic Detail in Navigation Mesh Generation" Colt "MainRoach" McAnlis (Ensemble Studios), James Stewart (Stormfront Studios)
- "Navigation Mesh Generation: An Empirical Approach" David Hamm (Red Storm Entertainment)
- "Navigation Graph Generation in Highly Dynamic Worlds" Ramon Axelrod (AIseek)
Some Notes
- AI Wisdom 2
- "Path Look-up Tables - Small is Beautiful" William van der Sterren (CGF-AI)
- AI Wisdom 3
- "Preprocessed Pathfinding Using the GPU" Renaldas Zioma (Digital Illusions Canada Inc.)