How do navigational meshes work in C++ game AI?
Navigational meshes, or navmeshes, are data structures used in AI to represent walkable areas in a game environment.
What are the benefits of using navmeshes over other pathfinding methods?
Navmeshes provide more efficient pathfinding by simplifying the environment into polygons, allowing for smoother navigation.
Can you explain how to create a navmesh in a C++ game?
To create a navmesh, you typically define the walkable areas in your game world, then use algorithms to generate the mesh based on those areas.
Are there any libraries in C++ that can help with navmesh generation?
Yes, libraries like Recast and Detour are popular for navmesh generation and pathfinding in C++ games.
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