Original Post
I've been given the task of implementing a pathfinding scheme (not my strongest part of game programming :P). I'm just doing a little research and experimenting with ideas. The basics of the enviroment is a simple 3D forest scene. All the trees use a cylindar for collision. I guess my question would be, if an agent has to go from point A, to a random point B, avoiding all the trees, which Pathfinding algorythm would suit the problem best? All the Pathfinding techniques that I have looked at, like A*, seem to tile based, or use predifined nodes to tranverse. But non of these seem to be able to adapt easily to this situation. Although the scene is rendered in 3D, it is essencially a 2D environment, with random circles scattered for collision. I give thanx for any help. (Any terms that I should google for?)