Quote:
Originally Posted by The Storm
Well I think that perhaps you should not generally hit the wall and then recalculate path. The bot should not hit the wall at all.
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True, the bot should not, but there are a moments where it loses line of sight with the destination point.
The main reason for this is that I'm going for a more "natural" movement type, where the bot can only move in the 8 cardinal directions as a human player would (depending on whether the forward/backward/left/right keys are pressed), so it can't move directly to a point unless it is looking at it, or it happens to align exactly on one of those points.
I think also part of the problem is simply how tight recast hugs corners when generating paths, which means even a slight deviation from the straight line could cause the point to disappear behind a corner.
Either way, I'm taking the kitchen sink approach to getting the bots running smoothly, then I'll simplify after and find the key processes that work the best.