Hello GameDevs !
I've been trying to wrap my head around pathfinding lately and I'm fond of the idea of using a navigation mesh rather than waypoints. I have implemented a means of doing this, however it doesn't take into account physical objects that may be in the way.
Some time ago, I considered establishing a temporary 2D grid over a surface whenever there was another object on top of it. Every point in this grid that was being blocked by the object (simply checking for OBB-intersection) was considered a blocked point in the grid and A* search was used to find a path across this grid.
However I don't quite like how unpredictable it is to map a 2D grid like this since it's hard to determine a suitable resolution (square size) and orientation for each case. My question is: is there any other general solution or adjustment to this algorithm that might work better?
Many thanks for any help !
- Dave
Navigation mesh + obstacles
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