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    How to fix cutting corner problem in a star pathfinding So this is a problem when doing diagonal jumps (checking diagonal neighbor nodes). In 2d it can be prevented by doing some checks, like if up and right is blocked, don't take up-right neighbor for calculations. But in 3d thous check become a bit to much and to tedious.. so if I still want diagonal paths, what could be a good solution? https://ift.tt/eA8V8J

    So this is a problem when doing diagonal jumps (checking diagonal neighbor nodes). In 2d it can be prevented by doing some checks, like if up and right is blocked, don't take up-right neighbor for calculations. But in 3d thous check become a bit to much and to tedious.. so if I still want diagonal paths, what could be a good solution?

    from GameDev.net https://ift.tt/2mCni3S

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