How to think about movement

Pathfinding vs pathfollowing. Locamotion

Spatial: Pathfind & query


Battle Circle AI: Let Your Player Feel Like They're Fighting Lots of Enemies

A Data-Driven Architecture for Animation Selection, AIGPW1 p55-63. - 2002.

Realistic Character Behavior with Prioritized, Categorized Animation, AIGPW1 p64-70. - 2002.

Realistic Turning between Waypoints, AIGPW1 p186-192. - 2002.

Navigating Doors, Elevators, Ledges, and Other Obstacles, AIGPW1 p193-201. - 2002.

Simplified Animation Selection, AIGPW2 p249-261. - 2004.

Pluggable Animations, AIGPW2 p263-268. - 2004.

Intelligent Movement Animation for NPCs, AIGPW2 p269-279. - 2004.

Avoiding Dynamic Obstacles and Hazards, AIGPW2 p161-170. - 2004.

Flow Fields for Movement and Obstacle Avoidance, AIGPW3 p159-172. - 2006.

Real-Time Crowd Simulation Using AI.implant, AIGPW3 p233-248. - 2006.

Animation of The Order: 1886

Player Traversal Mechanics in the Vast World of Horizon Zero Dawn - 2017