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I have to implement a path-finding algorithm in a complex 3D environment. My input is a CATIA model which can be exported as stl or stp.

After some research, I reckon my best option is to apply A* Path-finding to a voxelised world.

I am coding in C#.

My questions are:

  • which data structure shall I use to represent the discretised world? Octrees could be the way to go, but how to convert an stl or stp file into an octree?
  • For the time being, I have used Helix to render my 3D world as a set of spheres on [x,y,z] positions. Are there more optimised strategies for grid rendering?
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