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Would this be suitable for dynamically growing world? #17

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Morphexe opened this issue Dec 5, 2022 · 1 comment
Open

Would this be suitable for dynamically growing world? #17

Morphexe opened this issue Dec 5, 2022 · 1 comment

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@Morphexe
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Morphexe commented Dec 5, 2022

I am doing some research on the state of pathfinding in DOTS, and I just came across this projects which looks amazing.

I have a couple of questions, if you dont mind me asking.
Would this project cater for a world that is generated dynamically at runtime and will potentially grow in size? Based on the demo and the docs, it seems the world is limited to a certain area only.

If that's the case, can we generate multiple areas and link them to each other somehow? Think of a chunked world approach that generates tiles as the player moves around.

Thank for you amazing work!
Cheers!

@bassmit
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bassmit commented Dec 14, 2022

Hiya, dotsnav is fully dynamic, obstacles can only be added at runtime. The size of a single navmesh is only limited by the range that can be represented by floats. Any number of navmeshes are supported, but currently there is no way to connect them and find paths across multiple navmeshes.

A few more points to provide you with some background information. Currently dotsnav can not tell you which areas are inside or outside of obstacles. Dotsnav was written before burstable systems and shared components, which means it consumes quite a bit of main thread time. I am working on upgrading to entities 1.0 and addressing these issues but I can not give an eta. Also, because dotsnav supports agents of any size it can not support variable cost areas, or different terrain types, as this requires agents to be able to pass over vertices which is only possible for point agents.

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