Original Post
Still a work in progress... but I have enough to show off for feedback.
Video description:
[font="arial, sans-serif"]This video demonstrates a circular method to calculate the quickest path to a target. There are absolutely no navigation meshes, as all of the calculations are done in dynamically using a collection of avoidance radii.
This algorithm (blacklist) is not a replacement for static navigation meshes (as a whitelist), but a compliment for speed and increased performance.[/font]
[font="arial, sans-serif"][/font]
[media]
Blog post describing the method
http://rekindledsoft...th-finding.html
(Even though it's not shown in the video, this will work with long distances, but not yet with changes to terrain. The solution to that would be for the algorithm to utilize navMeshes up stairs, but use this method otherwise.)
Video description:
[font="arial, sans-serif"]This video demonstrates a circular method to calculate the quickest path to a target. There are absolutely no navigation meshes, as all of the calculations are done in dynamically using a collection of avoidance radii.
This algorithm (blacklist) is not a replacement for static navigation meshes (as a whitelist), but a compliment for speed and increased performance.[/font]
[font="arial, sans-serif"][/font]
[media]
[/media]
Blog post describing the method
http://rekindledsoft...th-finding.html
(Even though it's not shown in the video, this will work with long distances, but not yet with changes to terrain. The solution to that would be for the algorithm to utilize navMeshes up stairs, but use this method otherwise.)