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Old 11-28-2002, 10:08 AM
RedFox
Fire Beetle
 
Join Date: Nov 2002
Posts: 5
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Having a rectangle would require alot less maths than a plygon.
Although I have it handy if any decides to use that.

So...are paths (or 'what ppoint can be reached from a ppoint') defined by the user (I'm thinking you may get into trouble when mobs try to run though coridoors...uhm, if they exist in EQ :p )

What I've been use to is knowing exactly what point is connected to what point...
I'd recomend that this be know before hand, as if its needed alot, lookups should be used instead of just searching for the next nearest point to a point (if you see what I mean). doing this would save on cpu cycles.
This could be done by just checking what (from a ppoint) what ppoint's exist around it in a circle.

If this data is known in a lookup before hand, then another table can be created for shortest path lookups.

For a mob to get from point a to point b, would then be a simple matter of a few lookups every time it reaches a point.
This would be the best meathod in my opinion, as it would run at exactly the same speed as it does without any navigation (at present).

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