I have been using Ogre3D and OgreRecast for some time now. I also have implemented multiple navmeshes for different radius agents. But the problem I encounter right now is the agents sometimes will be dead locked within choke points.
I am looking into ways to solve these problems.
I've come across Cooperative Pathfinding and Queuing
The problem I am facing with Cooperative Pathfinding and Recast is I either have to manually annotate choke points or create choke points by sending agents into the navmeshes and see where they get stuck.
These probably has to be done within the game editor
Now I am considering using Queuing, I haven't studied on that yet. Do you think it is suitable for my scenario? Hope anyone here who has experience with coping with dead locks can help me out with this.
Edited by lucky6969b, 06 July 2014 - 03:39 AM.