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Oh, and compute the distance from each path node to the nearest obstacle and store that in the path node. As long as your character is inside one of these "bubb
by aappleby 3y ago
Oh, and compute the distance from each path node to the nearest obstacle and store that in the path node. As long as your character is inside one of these "bubbles", you can skip collision detection against the world entirely.
- two_in_one 3y agonearest object can be dynamic thing
- eru 3y agoYes, though many systems make a distinction between fixed objects (like level geometry) and moveable stuff. If you are inside the bubble, you can disable collision with the fixed objects, and only check for the moveables. In old-school terms that's background vs sprites.
- ReactiveJelly 3y agoOh like in path tracing.