rickbatka / co-op-engine

A prototype engine for our planned co-op game. This is where we will make it work, make it network, and make it feel fun. No AI, level design, etc.
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Pathfinding churner #10

Closed reddenx closed 10 years ago

reddenx commented 10 years ago

Regarding pathfinding for game objects. This device lives outside the game and takes requests from objects for a path to their destination, this comes from the idea that pathfinding is CPU intensive and can ruin gameplay if included in the update/render thread.

Possible Once Implemented Check Out

reddenx commented 10 years ago

EDIT: Consolidated reqs

reddenx commented 10 years ago

idea, mesh generation evaluated by querying the spacial ref at given grid interval, to be pathable, must have adjacent open nodes in the mesh, then use generated mesh for all similar objects (similar to SQL plan system), mesh should subscribe to static object destruction events to update when walls and towers go down

reddenx commented 10 years ago

hah there needs to be wall objects to really get this started....

reddenx commented 10 years ago

Claimed this if it wasn't already apparent.

reddenx commented 10 years ago

proto done, piece of crap, needs refactoring and redo of the weighting system, but the architecture is nicely wrapped and can be put behind an async resource easily

reddenx commented 10 years ago

Patching done, service is next, then adjustable heuristic, possibly weighting certain qualities over others (recent deaths, tower coverage area, others recently patched)

reddenx commented 10 years ago

this should have been initial proto, moving juicy stuff to new issue