YouGroove Posted June 27, 2014 Share Posted June 27, 2014 I mean like actual navmesh system, but witout character cylinder physics management, just a Goto function from point A to point B. For example giving a value between 0 to 1 it would return start position with 0 and end position reach with vaue 1. So giving intermediate values between 0 and 1 it would return a position along the navmesh calculated path. So we could use any physic shapes, and it will be to us to make the level good or change some things to avoid thin path where some collision character could not pass. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted June 27, 2014 Share Posted June 27, 2014 This is available in C++ already so I assume you mean exposing this to Lua? Of course you are still restricted to the calculation considering the character controller size for the path found. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted June 27, 2014 Author Share Posted June 27, 2014 This is available in C++ already so I assume you mean exposing this to Lua? Would be usefull if officially included in LE3 and Lua. Of course you are still restricted to the calculation considering the character controller size for the path found. This is indeed where your own custom stuff, if your level is aranged t have entities able to avoid obstacles and not be blocked in any thin passage, than there is no problem, or mix with your own methods (raycast etc ...) The cylinder fixed size is so much restrictive, specially if you don't make a game with only characters , but aliens, monsters vehicles of any size. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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