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It would be nice to support non-uniform cost pathfinding. For instance, agents would be able to avoid crossing water or other difficult terrain.
I don't know much about the algorithm inner workings, but I would imagine this would require being able to compute movement cost along any given line, which may or may not need another acceleration structure, and will certainly hurt performance. To avoid that, navmeshes could be made generic over the movement cost, with () being default.
Another option would be to support pathfinding over multiple navmeshes, connected by links, where each navmesh would have its own movement cost. This would have an added benefit of supporting chunked worlds, as well as multiple 3d levels.
The text was updated successfully, but these errors were encountered:
It would be nice to support non-uniform cost pathfinding. For instance, agents would be able to avoid crossing water or other difficult terrain.
I don't know much about the algorithm inner workings, but I would imagine this would require being able to compute movement cost along any given line, which may or may not need another acceleration structure, and will certainly hurt performance. To avoid that, navmeshes could be made generic over the movement cost, with
()
being default.Another option would be to support pathfinding over multiple navmeshes, connected by links, where each navmesh would have its own movement cost. This would have an added benefit of supporting chunked worlds, as well as multiple 3d levels.
The text was updated successfully, but these errors were encountered: