psilocervine

but wife city is two words

56k warning


cohost (arknights)
cohost.org/arkmints

I think I've figured out a better way than flowmaps for my pathfinding stuff but I dunno. I might need to fuck around a bit more because it definitely makes height calculations more difficult? if this was a purely 2d affair I think it really would be faster to use just a quadtree and construct some node graphs and do A* but I dunno if it'll really work here

edit: like theobreadically I could merge the cost analysis I'm using that accounts for height and obstacles and do some thresholding for how they'd be represented in a quadtree? if I really want to speed things up I could work some morton code and throw that into a key value sorta situation but this is all REALLY getting into microoptimization territory? my main reason for doing any of this in the first place is less performance and more "unity's navmesh situation sucks ass"


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