MeshSharp is a Navigational Mesh pathfinding library for the .NET framework (WPF, XNA, Silverlight, etc) written in C#. This will use a combination of algorithms; A* (Astar), string pulling or funneling. Path-find computation is done on the mesh itself
which gives us fast processing time with low memory usage.
- 2D maps only.
- Rough Non-Heuristic Path-find.
- .Net 4.
NOTE: This project is currently in the development phase.
What are Navigational Meshes?
This is similar to an expanded node-based or way-point path finding algorithm. It uses polygons to create a mesh on the map which acts as a bound for the AI character. This allows for realistic AI controlled movement on a terrain as the character is not
bounded to lines. More information can be found here; http://www.ai-blog.net/archives/000152.html
How does this library work?
- Manually create a mesh in which you want your character/robot to walk and stay within bounds. Pass this mesh into MeshSharp upon Initialization.
- MeshSharp will generate some information on paths that can be taken. This information will remain in memory until the object goes out of scope.
- Provide the PathFinding method with a start and end vector and it will return the best path as a list of vectors for you to traverse.
- Options available such as padding and choosing your Heuristic method for the A* algorithm.
Check if destination can be reached in a straight line first.
After executing a path find without string pulling or heuristics.
- Fix Heuristics in the A*.
- Implement string pulling.
- Optimize generally.
- Optimize to multi-core path-finding.