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| This is different from what I had planned for part 3, but I think it will make the actual ai implementation easier in the end. This part will be going over generating path data from a mesh. I will have the next part setting up and explaining the A* algorithm up in a few days. I made this separate since I don't think most people who use the game engine are familiar with accessing mesh data. Basically, the vertexes will be the nodes and the edges will define valid paths | ![]() |
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