Hello again!
If I have time in the future, I might attempt to add some optional dynamic A* pathfinding into the ez_path package. Basically, the logic would be:
Code:
if (path blocked)
{
switch to a* pathfinding to reach next destination
}
However, this would require that TONS of little pathfinding entities be added to the level. That's the only easy way I could think of implementing it. On the bright side, you wouldn't need to configure the nodes. Also, I'd use a radius of A* nodes in respect the player's position, which could keep the computations down to a reasonable amount.
For really basic levels, it would be possible to assume there's a flat 2d grid that A* could use. But for complicated levels (think Tomb Raider), I can't think of a way that the A* nodes could be determined at runtime. They would require manual placement.
(The node placement might not need to be this dense.)Any feedback? Do you think this would be a good feature to add?
Thanks!!
- Bret