Graph Type

This topic has 2 voices, contains 2 replies, and was last updated by  Aron Granberg 95 days ago.

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February 13, 2012 at 05:05 #1509

Adam

Hi Aron,

Great plug in, I did some reading on it last night and have just purchased it today.

Sorry for the really basic question, but I am intending on using the recast graph, as it seems to handle stairs/layers well. However I’m not sure it can handle a run time update without recalculating the whole grid, am I wrong? I tried some really basic levels in the grid system however things like bridges or stories wouldn’t register save for the top most layer.

Additionally, are the idea of layers easily implemented, would you say?

Thanks in advance for any help.

February 13, 2012 at 05:05 #1510

Adam

Sorry, I said ‘layers’ towards the end and meant ‘ladders’, heh.

February 13, 2012 at 21:08 #1519

Aron Granberg

Hi

Recast/navmesh graphs are hard to update. That’s the main drawback of them. I’m working on some support, but it’s difficult to implement the algorithms required without bugs (right now I have infinite loops everywhere). So grid graphs or even list graphs are better for that purpose.

Ladders can be implemented in numerous ways. I haven’t actually implemented them using navmesh graphs, only for a variant of the grid graph for a 2D scroller game… But from what I can think of now, the best way would probably be to create links to a separate list graph which handles ladders, (one node for the bottom part, one node for the top part) and place some sort of trigger around the ladder area so that when a player enters it and the path says “UP”, it should climb the ladder there instead of trying to walk. Just what I can think of right now.

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