I tend to store hard corners in a public list so AI can iterate through them and quickly determine where boundaries are without significant collision checking. Run into a corner on your path? See if another corner is in reach to jump/climb/fall to, else consider that a boundary
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Right hand plus right foot rule. Always go down and right where possible. Otherwise left and up. Visualize map rotated on the ground the just maze traversal right hand rule.
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I'd think
@motiontwin does. I'm super impressed by their level design/generation in#deadcellsThanks. Twitter will use this to make your timeline better. UndoUndo
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Jump trajectory calculations (speed and height calculated with fall speed) stored points to help generate valid jump links. Store a certain weight to jumping if you're adapting A* to get to the goal.
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My game is tile-based so i generate graph by checking if node can reach other node, drop down or jump across gaps. Pathfind through that. Then ai can walk, jump or do other things to get through a path.pic.twitter.com/XpYpAXgjyU
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I'm currently writing something like this, but since the map is dynamic, I can't pre-bake which nodes are neighbors to other nodes for jumping... struggling with whether to try and find neighbors dynamically to bake everything on some set interval (possibly another thread)
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Yeah I roll up into a ball and bomb everything!
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Tom is making a thing
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Smack any wall that looks a little different than the rest.pic.twitter.com/dbiYEEz87Z
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That's right Jay!
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