Implements heuristic optimizations.
Game AI Pro - Pathfinding Architecture Optimizations by Steve Rabin and Nathan R. Sturtevant
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This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited.
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Public Static Methods
Costs laid out as n*[int],n*[int],n*[int] where n is the number of pivot points.
If heuristic optimization should be used and how to place the pivot points.
All children of this transform will be used as pivot points.
Special case necessary for paths to unwalkable nodes right next to walkable nodes to be able to use good heuristics.
Simple linear congruential generator.
Pick N random walkable nodes from all nodes in all graphs and add them to the buffer.