[DiscordArchive] upset titan?
[DiscordArchive] upset titan?
Archived author: jackpoz • Posted: 2025-06-30T20:34:33.474000+00:00
Original source
we shouldn't raycast at all, we should spawn npcs, get the poly, then keep track of on which poly the npc is by following the paths with connected polys
Archived author: Telegrill • Posted: 2025-06-30T20:34:42.611000+00:00
Original source
maybe, but a great amount of hiccup cases could be solved with standard maintainability
Archived author: jackpoz • Posted: 2025-06-30T20:34:47.662000+00:00
Original source
that will make it impossible for an npc to pick the ceiling
Archived author: Telegrill • Posted: 2025-06-30T20:35:15.616000+00:00
Original source
talking about multi-poly pathings, i had a demo for pathfinding to work on walkable gameobjects
Archived author: Telegrill • Posted: 2025-06-30T20:35:59.669000+00:00
Original source
it was mostly stable, the problem is the way I generated and filled those gameobject models was not ideal
Archived author: Telegrill • Posted: 2025-06-30T20:36:41.447000+00:00
Original source
it's best to generate them just like we do when we extract maps as a whole
Archived author: Telegrill • Posted: 2025-06-30T20:37:55.523000+00:00
Original source
hardest part was trying to connect a poly A that wasn't connected to poly C during runtime (say a bridged was summoned in the middle of nowhere to connect both)
Archived author: Telegrill • Posted: 2025-06-30T20:39:48.831000+00:00
Original source
well and resource manipulation since it required a dynamic navmesh on top of the generic one that was bound only to the specific map instance
Archived author: Telegrill • Posted: 2025-06-30T20:40:32.234000+00:00
Original source
(so it wouldn't affect anyone else in case of a different phase, visibility or id for instanced maps)
Archived author: jackpoz • Posted: 2025-06-30T20:44:45.433000+00:00
Original source
you can get away with areas and flags for static cases like bridges