I have to write a simple 3D game in which I would like to implement an agent that can navigate through a map that has walls and simple static obstacles...
Now, I have studied the A* algorithm and was able to successfully write my own algorithm in c++... The algorithm runs on a rectangular grid with all the grids of being the same size... and can calculate optimal paths using euclidean distance as the heuristic...
Well, I have searched the internet and some game programming books and saw that just writing an A* algorithm is not enough, I need to have search space representation which in my case is a rectangular grid, translation of agents and 3D world knowledge between the algorithm and the game...
I was looking into some search space representation techniques and one of the most popular being navmesh and waypoints... I have read that pathfinding using waypoints in not recommended anymore and navmesh is the most popular among current AI developers...
Now, my issue is that I have never worked or programmed nav meshes before and this is the first time I am writing a game that has an AI component or NPCs...
How should I approach this? should I start by how to automatically generate navigation meshes for a level? or adjusting my algorithm to support navigation meshes?
I would gladly appreciate any advice...