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Author Topic: Pathfinding  (Read 6831 times)

Juggernautz

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Pathfinding
« on: May 11, 2012, 09:39:00 am »

Hey guys,

Just curious if you've given some thought to a pathfinding system for AI, such as a navmesh generator (with open properties so that certain agents might be able to go up steeper slopes etc). Or will the AI need to have custom pathfinding code to take advantage of the height data?

Thanks,

Juggz
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cameni

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Re: Pathfinding
« Reply #1 on: May 11, 2012, 10:50:35 am »

Not many thoughts yet :)

Terrain tiles hold vector data for roads that could be used in pathfinding, and also information about terrain materials and heights. How it should be used exactly in the pathfinding will probably show up only when doing it.
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Juggernautz

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Re: Pathfinding
« Reply #2 on: May 11, 2012, 11:12:02 am »

Thanks for the reply!

Just thinking about 'explorer' AI if there was a real time fog of war system. Might get expensive querying for that data frequently if you have many active agents on screen, depending on update frequency. Doubt it could be done per frame. Heh, sorry just having a stream of consciousness. That's not something to worry about yet anyway I think. :)
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