jfk
I propose we use your Seek & Destroy pathfinding technique for basic navigation and 2D A* for collision avoidance if necessary. The Seek & Destroy pathfinding Code will have to 'modularized'. I would like to give a go at developing a version of your S&D system.
My A* can be used for collision avoidance as its 2.5D, uses realtime collision, and its fast for short distances. However, I've stumbled on what appears to be Blitz collision bug. I have to solve this for it to be useful.
Waypoints can be placed in the level in a variety of ways: Waypointer, Waypoint Recorder, Level Editor (w/label). The Level Loader and Engine can support all of these methods. We'll just select one of the methods for the demo.
What tools will you be using to construct the level?
I propose we use your Seek & Destroy pathfinding technique for basic navigation and 2D A* for collision avoidance if necessary. The Seek & Destroy pathfinding Code will have to 'modularized'. I would like to give a go at developing a version of your S&D system.
My A* can be used for collision avoidance as its 2.5D, uses realtime collision, and its fast for short distances. However, I've stumbled on what appears to be Blitz collision bug. I have to solve this for it to be useful.
Waypoints can be placed in the level in a variety of ways: Waypointer, Waypoint Recorder, Level Editor (w/label). The Level Loader and Engine can support all of these methods. We'll just select one of the methods for the demo.
What tools will you be using to construct the level?