Original Post
Greetings. I've got a problem and I'd like to know all possible solutions before I proceed with an implementation. My 2D game world uses polygons to define "non-walkable" regions. I need a way to pathfind in this world. So far, solutions I've considered are: 1) Potential fields (probably generated when the level is saved). 2) Rasterizing the polygons into a grid for A* (also when the level is saved). 3) A graph of waypoints placed by the mapper or generated from the paths created by the potential fields in (1). Is there anything else I should look at? What are some common pathfinding algorithms used in 3D games? Thanks in advance.

