Recommendations for going about 3D pathfinding utilizing JitterPhysics2 #100
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On another note, is there anything which might be a close fit for https://docs.unity3d.com/ScriptReference/Physics.CheckSphere.html ? I'm porting over https://github.com/TheCyaniteProject/PathFinder3D/blob/main/Assets/Resources/Scripts/AstarGrid.cs to Monogame and the only line which doesn't have a close match with jitter would be
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Hello, based on my understanding, you're interested in implementing a pathfinding algorithm using the octree implementation found in JitterDemo. It's important to note that Octree.cs is not a part of the physics engine; rather, it's a class I created to showcase the engine's ability to handle custom collision detection. Feel free to incorporate Octree.cs into your projects. It's worth mentioning that Jitter employs a different internal acceleration structure known as a dynamic AABB-tree. In reference to the Unity documentation on Physics.CheckSphere, this method returns true if there is any collidable object within the radius of a sphere. Adding a similar functionality to Octree.cs should be relatively straightforward. You can implement this by creating a method analogous to InternalQuery(Stack triangles, in JBBox box, uint nodeIndex). The |
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Hello! I was wondering if there are any recommended libraries which might play nicely with JP2, or if there might be a simple way to leverage the octree in JP2 for something like A*
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