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3D grid-based path-finding worm
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I have been working on a game that requires flying enemies, many common methods for path finding of these enemies struggle to path find through caves and under overhangs so this system I am developing looks to find ways of improving that!
I use a three dimensional node grid array to generate points, these points are then assigned their neighbouring nodes and a check is carried out to see if the node is occupied buy terrain or not. The current implementation is efficient though I am looking at ways to improve this by reducing the resolution of the grid array based on the distance from player.

Thomas Prentice
Bsc Computer Gaming Technology - Student
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