NavMesh is working great right now but lacks the ability to detect Bodies and Areas in real time to calculate paths when something changes in the scene. Implementing something like this seem really relevant.
I've been thinking about how to do this, it should hopefully not be that
difficult
On Wed, Dec 23, 2015 at 4:43 PM, soloparatolos [email protected]
wrote:
NavMesh is working great right now but lacks the ability to detect Bodies
and Areas in real time to calculate paths when something changes in the
scene Implementing something like this seem really relevant—
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/3130.
I never tried Urho 3d but I've seen they have something like this. Dont know if their approach can be acceptable for Godot.
They use recast, but I prefer something more customizable
On Dec 23, 2015 17:12, "soloparatolos" [email protected] wrote:
I never tried Urho 3d but I've seen they have something like this. Dont
know if their approach can be acceptable for Godot.—
Reply to this email directly or view it on GitHub
https://github.com/godotengine/godot/issues/3130#issuecomment-166982600.
Perfect, more options are always better.
Not critical for the upcoming 2.1, so moving to the next milestone.
What's the status on this in the current master branch?
i was thinking about leaving it for 3.1. There are libraries like
Recast/Detour that can handle this, but they are limited to agents all the
same size, so I would like to research if it's possible to do it better
On Mon, Sep 18, 2017 at 6:53 AM, Rémi Verschelde notifications@github.com
wrote:
What's the status on this in the current master branch?
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We've planned to work on navigation issues for 3.2, so moving to that milestone.
Is this being worked on now?
Certainly would be useful to have.
Will this be making it into 3.2 before the feature freeze?
This was implemented by #34776, closing.
Most helpful comment
Will this be making it into 3.2 before the feature freeze?