Thread: Recast / Detour
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Re: Recast / Detour
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Neoptolemus
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Default Re: Recast / Detour - 20-08-2015

Quote:
Originally Posted by The Storm View Post
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.
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.
  
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