So Im trying to figure out how the pathing of the bot should be done.
At first I did the pathing right on D3s navmesh. While this is good and accurate I get some problems while I run around sharp (really sharp only) corners. This when I have my path to follow I remove the first "point" in it when it gets too close to my character.
Also this causes problems when I want to place weight on my mesh, for example I want to avoid stepping into deadly flowers, bees, frost stuffs...
Does anyone have any knowledge of pathing on "multilayered navmesh?" (One mesh for path, multiple layers for obstacles to avoid). Do I have to merge all layers into one layer before calculating my path? Every time.. ? seems like quite a bit of hassle.
So what I did instead is I parse the navmesh into a pointbased mesh system, kinda similar to how openbot for wow worked (apocs work if im not misstaken). Then I add weights to my points, and the heavier the point is the less likley is the bot to pass through it..
Now this removed the first problems with the first approach, now sharp corners isnt any problem anymore because I have weights on the dots closest to walls / corners, so he runs a bit out. Avoiding stuffs is really simple by just adding weights to the points.
Instead I introduced new problems... First is that I lose the accuracy of the firs NavMesh.. if I have 4 yards between the dots.. I have an accuracy of 0 <-> 2 yards.. about.. Which is not that bad.. But with increased accuracy, the number of points increase ( a lot )... which hits performance. Larger scenes freeze the bot for almost half a second when added..
So this is where I am at atm. I think that the normal navmesh wiht multiple layers is the best approach.. probably fastest, accurate.. But I havent seen any resource on this? Does it even exist?
How have you guys handled it ?
Anyone with some impressive pathing out there that solves the addressed problems?