Could someone possibly write a pathfinding implementation? I have a few ideas, but this isn’t really my area of expertise. You could make it load a different geometry for pathfinding, and use vertices as the choices for the pathfinder to travel. In this case, you would have to use A*, and make the model have relatively well paved paths to all major places. But this would help in FPS and RTS style games that can’t use a tile-based map. By the way, I’m not sure if this is the right place for this… :stuck_out_tongue:

Well i actually think this would be possible, but I suggest you have to implement the features for your game in the mean time, because it would not be a foreseeable addition (if the developers even wanted to add it). I advise looking at the MonkeyZone source, i believe it had A* pathfinding in it:

For background reading i suggest:

Amit’s A* Pages

A* itself is not difficult to make.

What is difficult is graph efectively representing movement posibilities. And it highly depends on game.

And another hard thing is to come with good heuristic (esp. when considering direction and speed).