One of the most common questions I get is how to get grid graphs working for a world with multiple levels (as in floors in a building, not game levels).
I have tried to implement that at least 3 times, every time I have got results which I haven’t been totally happy with. So today I decided to brush up some old scripts and see if I could make them better. Turns out it was quite easy to get them working and generate good looking graphs.
Here’s a demo video:
Hopefully this feature will make it to the 3.1 release of the A* Pathfinding Project.
I got some stuff to implement before it is finished though:
- Funnel algorithm support
- Graph update support
- Linecasting (maybe I will skip that though)
- Erosion
This looks great. I can’t wait till you implement it.
How about falling off of the ledges?