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NavigationMesh dynamic obstacle detection #3130
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I've been thinking about how to do this, it should hopefully not be that On Wed, Dec 23, 2015 at 4:43 PM, soloparatolos [email protected]
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I never tried Urho 3d but I've seen they have something like this. Dont know if their approach can be acceptable for Godot. |
They use recast, but I prefer something more customizable
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Perfect, more options are always better. |
Not critical for the upcoming 2.1, so moving to the next milestone. |
What's the status on this in the current master branch? |
i was thinking about leaving it for 3.1. There are libraries like
Recast/Detour that can handle this, but they are limited to agents all the
same size, so I would like to research if it's possible to do it better
…On Mon, Sep 18, 2017 at 6:53 AM, Rémi Verschelde ***@***.***> wrote:
What's the status on this in the current master branch?
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We've planned to work on navigation issues for 3.2, so moving to that milestone. |
Is this being worked on now? |
Will this be making it into 3.2 before the feature freeze? |
This was implemented by #34776, closing. |
NavMesh is working great right now but lacks the ability to detect Bodies and Areas in real time to calculate paths when something changes in the scene. Implementing something like this seem really relevant.
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