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Though these limitations would mean that such an algorithm would never be 100% optimal, at least it could offer you a path that would be guaranteed to get you to your destination reasonably efficiently. I'm not usually in THAT big of a hurry...and if I was chugging along and saw that the marked path was taking me around a cliff, I could always still choose to jump and have the path recalculated from the bottom. Ideally, this would be based off of a procedurally-generated height map, with every in-game obstacle plotted. That's obviously not possible. What I had in mind was basically taking the world map and plotting off areas that the algorithm should avoid. One interesting possibility there would be to use a tool that logs the coordinates from the plugin itself to trace the borders of passable terrain. You could potentially even recruit others to help gather this data. It wouldn't have to be perfect - we can work around trees and other minor obstacles - just having the major terrain barriers outlined would be a huge advantage. |
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