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- Biased, conservative random walk 3 answers
I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh. So I can already find a path from point A to point B in the level. The question is, how would I implement a random wander algorithm?
The simple wander and evade obstacle steering behavior will not do, I think. I probably need to use the Path finding data.
What kind of algorithm do you suggest?