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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?

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marked as duplicate by Byte56, Josh Petrie, Sean Middleditch, bummzack, John McDonald Apr 5 '13 at 17:08

This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.

The easiest way to do this seems to be to simply generate a random point on the mesh and walk to it. You can restrict the point to be within a radius of the monster's position in order to avoid really long random walks too.

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