So this is more or less just a general request for an addition to the current path finding / Navmesh solution in unreal 4.
Currently the path finding is limited to objects on the ground and things that have collision - Example: BSP, Static Meshes, terrain, etc.
I need something that can make pathfinding possible in a full 3D space not just on the ground.
I know that this was said in a previous live stream that your focus is not on this at the moment.
But would it be possible to open a ticket for path finding for games such as space sims and flight sims?
Where the majority of the players and AI’s time is spent in the Air/Void.
My understanding generally of pathfinding is that using it in a fully 3D space is very performance intensive, IIRC exponentially moreso than pathfinding on a 2D plane.
The thing is, with a space/flight based game, unless you’re building Descent, odds are most of the time pathfinding is overkill. When a ship can move freely through the air, you can USUALLY get it from A to B just by pointing it in a straight line toward the target. So what you really need isn’t pathfinding, it’s obstacle avoidance… You might find that something like RVOAvoidance + simple linear movement commands are more performant and effective than proper 3D pathfinding anyway.
Well, I’ve been thinking about this for a long time. I ended up with an A* + Octrees approach. But I haven’t had time to implement it… Actually, Peter L. Newtons idea is very neat.