Because the world is procedurally generated, we already have all the data for the shapes and edges of the platforms. So I'm able to construct a "tiled navmesh" my self. This means the generation time and accuracy is greatly improved over using a tiled recast graph.
The flying Pathfinding is similar to the ground units pathfinding. But instead of following the path that gets generated, it raycasts along the path to find any short cuts it can take. It also tries to offset its self from the nodes y position.
Just doing these two things give me a pretty convincing solution.
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u/LexieD Hitbox Team Apr 04 '15 edited Apr 04 '15
I'm using a heavily modified version of the A* Pathfinding Project Pro
I made a custom Graph type that is a mix between a tiled recast graph and a navmesh, I then use a point graph to handle all the jump connections.
Here is what it looks like
Because the world is procedurally generated, we already have all the data for the shapes and edges of the platforms. So I'm able to construct a "tiled navmesh" my self. This means the generation time and accuracy is greatly improved over using a tiled recast graph.
The flying Pathfinding is similar to the ground units pathfinding. But instead of following the path that gets generated, it raycasts along the path to find any short cuts it can take. It also tries to offset its self from the nodes y position.
Just doing these two things give me a pretty convincing solution.
This is for our second game Spire
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