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Pathfinding & Navigation in 3-dimensional space (proced. generated)
What would be a good way to realize pathfinding for AI enemies in a minecraft-like environment that a) is fully three-dimensional, with rooms above rooms and son on, b) will change every now and then when blocks get deleted or added by explosions etc.
So far, I only have experience with grid graphs and I think they're not a good solution. Would Nav mehses somehow work, or are there evern other methods? What about flying enemies?
Answer by NikitossFly · Oct 10, 2017 at 01:53 PM
https://forum.unity.com/threads/pathfinder-3d-pathfinding-in-three-dimensional-space.499144/#post-3246308 - this topic may be useful
Answer by WizzDE · May 02, 2014 at 06:13 PM
Pathfinding in a voxel environment is actually really nice on the programming side because the whole world is already sorted on a grid. So you don't need a grid graph or anything. All you have to do now is to use a pathfinding algorithm like tha a* (A-star) algorithm to generate your path. You might want to check out my voxel engine on the unity assetstore. It already comes with a pathfinding system: https://www.assetstore.unity3d.com/#/content/17470
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