Comment by dgb23
18 hours ago
Neat article!
This will depend on the type of game or application, but one thing I've been doing is to do the more rigorous pathfinding when the environment (collision map) changes in order to generate a sort of precomputed pathfinding map (grid, or graph). When I search a path, or route for an entity, then it's on that pathfinding map.
Again, it depends on how that simulation fundamentally works. Some have natural POIs, crossroads and corners that one can work with. Others might need some heuristics to determine those or merge together paths. It might also be worth trying to use a very coarse logic for gross movement but adjust the actual path moment to moment, but that's just an idea that I never tried.
The approach in the article is of course very dynamic, which has the advantage of being excellent at trying stuff out and visualizing it.
I personally never tried out the space partitioning mentioned in the article and don't understand it fully. But there might be strong similarities to what I described above.
What you refer to is commonly called a navigation mesh: https://en.wikipedia.org/wiki/Navigation_mesh
Conceptually yes, thanks! But it seems like my implementation is more basic than that. I'm only using the graph part so to speak, because of other constraints.