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What would you suggest me to do if i need very precise pathfinding?


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#1 lucky6969b   Members   -  Reputation: 570

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Posted 31 July 2012 - 03:05 AM

I don't think that establishing a point based grid is very efficient.
What should I do in order to achieve very precise pathfinding, i mean to a level that every meter has to be catered for...
Thanks
Jack

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#2 alexjc   Members   -  Reputation: 450

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Posted 31 July 2012 - 03:22 AM

There's nothing inherently wrong with cell-based solutions. You could easily break down your level into 1m blocks to account for every meter. Most commercial implementations of grids will probably have cells of 25cm though, 4x per meter or more.

A navigation mesh may be a better option for you, though these are often built from grids, voxels or other imprecise operations which also have resolution issues. It's not a trivial problem if you want 100% fidelity of the navigation mesh -- and something that works fast enough.

Alex

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#3 lucky6969b   Members   -  Reputation: 570

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Posted 03 August 2012 - 03:24 AM

I use recast for space partitioning, but there are a lot glitches all over the place.

#4 jefferytitan   Crossbones+   -  Reputation: 1921

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Posted 03 August 2012 - 03:54 AM

For most/general purposes the approaches mentioned above are fine. A tight grid or navmesh can do wonders. If you're keen and have a few spare months you could do your own navmesh implementation using BSP to avoid voxelisation errors. Discussing your project/problem may be a good idea, there may be workarounds that give you more bang for your buck than an extremely finely grained pathfinding system.

I've heard a lot of good things about recast. I would suggest investigating something like the below. Recast is a complex beast, and tweaking the settings may give you better results.
http://digestingduck.blogspot.co.nz/2009/08/recast-settings-uncovered.html

#5 lucky6969b   Members   -  Reputation: 570

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Posted 03 August 2012 - 04:33 AM

I have personally developed a C++ program with max SDK, that does this
- cast a ray from every pixel of the ground upwards and if it hits anything, it is a blockade, otherwise not
- this results in a pixel-based grid without having to worry about voxelisation errors at all.

The problem is
The size of one object doesn't match the size of one unit of the map
Thanks

Edited by lucky6969b, 03 August 2012 - 04:36 AM.





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