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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Replying to @tuxedolabs
Gavan Woolery Retweeted Gavan Woolery
Dont know if this is useful for you, but one trick I used is to precompute stitchable chunks of solved pathfinding, so that each chunk only needs to be updated when modified (works in three dimensions). Seen here:https://twitter.com/gavanw/status/644463699210596352?lang=en …
Gavan Woolery added,
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Replying to @gavanw
Really cool! I thought about doing something similar, but I didn't run into performance problems yet. Do you have any more information about this somewhere?
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Replying to @tuxedolabs
I don’t although I may write it up. The essence of it is to find a central waypoint in each chunk, then compute all paths to that point in the chunk. Then connect the paths between chunks and you can pathfind between chunks rather than voxels. Scales well for many actors.
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Replying to @gavanw
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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