3 ms·
In addition to the other options posted here, you can do what 3D games do: they have polygons covering all navigable areas. You then find which polygons connect
by zamalek 2y ago
In addition to the other options posted here, you can do what 3D games do: they have polygons covering all navigable areas. You then find which polygons connect source to destination, then create lines/curves across them (you never have to path find within an area because other don't contain obstacles). The harder problem is creating these maps, but there are quite a few solutions to that (e.g. voronoi). You could use a quadtree, and your navigation graph would consist of the set of the deepest nodes.
Your current solution seems like it could be a minefield of edge cases.
- Farer 2y agoYes, I’m also trying to explore as many options as possible. However, I do have a strong desire to minimize preprocessing as much as I can.