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ramaureirac avatar ramaureirac commented on May 18, 2024

I remember that I started this project using navmesh + grids but soon after I ran into problems related to the movement radius of each character, also if (I'm not mistaken) at that time it was not possible to generate a navmesh between two different objects and made more difficult the idea that I had for creating maps.

I guess looking for navigation server should be a good starting point if you start from zero (specially now with godot 4), however change such core logic its too time consuming and complex for me right know. However i'm still open to accept any pull request related to pathfinding :)

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dukemagus avatar dukemagus commented on May 18, 2024

https://youtu.be/QRr_P_uqz8w

Was the class (AStarGrid2D) available when the project started? It seems to be able to make things easier. It only needs some parameters for height and movement coat to be dialed in, but it needs less code than the previous astar class and nodes

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ramaureirac avatar ramaureirac commented on May 18, 2024

according to the documentation it is a new feature for 2d nodes. for 3d a better choice should be AStar3D https://docs.godotengine.org/en/latest/classes/class_astar3d.html which is also included in Godot 4.

however, you still have to attach each point and check all routing conditionals manually. so, in a way, you will end up saving around 20-30 lines of pathfinding code, but creating new ones just for creating a communication between meshes, vector3s and characters.

for now I think it's better to wait until it supports custom nodes as input

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