ABSTRACT

The choice of a path planning architecture for a game will help determine what features the game can support easily, and what features will require significant effort to implement. There are good articles describing different types of path planning architectures [Tozour 04], and there have been debates in different forums [Tozour 08, Champandard 10] about the correct choice for a path planning architecture. Each choice comes with its own set of benefits and drawbacks, the strength of which will depend on the type of game being developed and the time allotted to developing the architecture. The goal of this article is to summarize and extend some of the arguments made for different architectures.