I am currently working on implementing a simple pathfinding algorithm for my 3D Space game. My thoughts were on using an octree representation and than use something like a* or lazy theta.
I have implemented the TOctree2 - which was already a struggle because the lack of examples and documentation. For A* I would need to identify neighboors and calculate gCost/hCost for the different nodes in Octree.
My question is anybody knows some good examples or good papers for that to dig into?