Discussion in 'General' started by Misfire, Mar 4, 2018.
Oh dude, you're doing pathfinding without any state? Holy shit
I'd rather call it "randomly appearing obstacles" avoidance. I guess I'm surprised that you seem surprised.
The code is rather small and kind of works out more like a truth table.
I plan to try out other methods when I understand steam better.
I'm pretty surprised because that's a less robust solution than a standard implementation of A* assuming you can actually get a navigation mesh (navmesh) going. From what I've heard that was a huge obstacle to getting AI to work because Source's implementation doesn't allow for updating of the navmesh on the fly hence why I assumed you rolled your own.
That being said in the absence of a navmesh, you're essentially going into robotics pathing territory of having to map, and locate yourself within the map whilst pathing. Although, in your case you're using an even simpler method of merely having the bot randomly rotate and testing all directions. Guessing the bots don't have a ton of input either so.
S'all good though, I'm not here to tell ya what to do or criticize heavily I just wanted to know where ya going with it. I appreciate that you're doing this at all.
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