I've been working on path finding for fully destructible environments. It's basically A* with smoothing, but on a coarse voxel grid that is evaluated on the fly.pic.twitter.com/fz6LFFiImL
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Wouldn't that result in a jagged path through only the center of chunks? Maybe not a problem, depending on how large the chunks are I guess. Or do you refine the path within each chunk after the chunk-path has been found?
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Path is not optimal but it works decently well. You can also take the resulting path and attempt to tighten it.
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Yeah, I did something like that. I split the map into convex areas so that the shortest path to the next chunk was always the correct path. So 1) find the path on the chunk graph 2) find the nearest entrance to the next chunk and then the next.
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On a dynamic map, it would mean always keeping chunks up to date though.
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