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Re: Navigation using AABB
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Posts: 92
Join Date: Apr 2012
Default Re: Navigation using AABB - 21-04-2017

I've finally got the bots running around in-game. Still need to do a lot of tweaking of the core pathfinding process as it still hugs the walls too tight in many cases, and as you can see the path generated is still a little drunk and weaves around a bit.

However it's surprisingly effective. I'm still working with CS 1.6 because the maps are less complex than the Natural Selection ones so the bots don't get caught up on the geometry quite so much.
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