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I am using BDX (Blender with libgdx engine) to create my game. I am not sure on how to implement 3D path finding using A* search. I looked into gdx-ai, but that is for 2D.

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    \$\begingroup\$ Have you tried to implement the algorithm described on wikipedia? What snag have got into? \$\endgroup\$ – Vaillancourt Jan 26 '19 at 22:43
  • \$\begingroup\$ I need to know how to construct navmesh, which I do not know how in libgdx (java) \$\endgroup\$ – kirtan09 Jan 28 '19 at 16:04
  • \$\begingroup\$ Perhaps asking about this first would be more appropriate then. You might want to add what you've tried and what did not work. \$\endgroup\$ – Vaillancourt Jan 28 '19 at 16:33
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Having used A* path finding algorithms previously, my advice would be to take your Terrain, and break it down into smaller rectangles. Run a check to see if any of these rectangles co-inside with collidable entities. If they do, mark them as solid. From there, ensure each rectangle has a node, and continue as you would for calculating with 2D A*.

When it comes to Y: This depends on how you have implemented the floor/terrain. Personally, I just set Y to be the height of the terrain at the current point. This works fine for me.

If you are also unfamiliar with A* path finding in 2D, there is a really good game dev series by TheCherno on YouTube that covers this which i'd advise looking at.

Hope that helps!

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