Actually, MOTA doesn't use any path finding for the AI. The reason is
when I wrote it that enemies were randomly generated per room and
bound to that region much as the sounds are. So it is impossible for
enemies to leave that area. So I never got around to updating it with
a more complex AI with some path finding etc to actually leve the
rooms and follow you into another room etc. This is imho one of those
things I was putting off for an upgrade down the road when i have more
time to focus on details like that.

On 12/6/10, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
> Yes, the bulk of the implementation is very close to your example. It was
> the only way I could think of to get a good compromize between a realistic
> sound image and a well performing application. I assume you already use some
> sort of pathfinding for your AI? I have an optimized AStar implementation
> with some extra features and tweaks that I use on this end.
> Kind regards,
> Philip Bennefall

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