Pathmaking in Games
I am working on a Master's thesis in architecture and am interested in pathmaking and pathfinding as they are implemented in the virtual worlds of gaming. There appear to be two basic approaches to both: manual (i.e., designed) and procedural (i.e., algorithmic like roguelikes). My goal is to apply strategies garnered from an analysis of these topics to an architectural design (e.g., museum or game design company offices). Does anyone know of any good resources I could read or search out?