   Navigating Navigation Meshes.
  Whilst looking for a way of moving my AI around a map I came across navigation meshes.  They look simple enough to create but how can they be navigated as finely as say a graph node map?In other words, if a collection of triangles are generated that can be navigated by the A.I., how the heck does they A.I. move in a natural way between each triangle?If I were to take the centroid of each triangle and move the A.I. using the centroids as nodes then surely that won't be as realistic a movement as using a fine graph node collection?Or have I missed a trick?   
  The trick is called path smoothing, string pulling, or the funnel algorithm.  There are loads of recent threads in this forum on the subject.;  Excellent, thank you. Still new to this terminology :)   ;  Rather than moving between centroids, pathfind on a slightly different graph:The nodes of your graph are the centers of the (geometric) edges of the polygons.  A graph edge exists between two nodes IFF those nodes correspond to edges of the same polygon.Before pathfinding, you augment your graph with two additional nodes and edges:1 - The start point; it is connected to the centers of the edges of the polygon that contains it.2 - The goal point (same way).This will give you pretty natural paths to begin with.  You may still want to do path smoothing on top of this, but this simple change in viewpoint helps by itself.   