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Good Pathfinding AI for procedurally generated world?
I have been trying for 3 days to find a good Pathfinding AI that can handle worlds that are completely procedurally-generated (I have absolutely no idea what the terrain will look like). It needs to be able to wander around and pathfind to the player if within a certain distance. All this inside a completely procedurally generated world that goes on infinitely in all directions. Does anyone know a good asset for this? Please help, if I can't find an asset soon I may have to stop developing my game.
How detailed does the "pathfinding" need to be (i.e LookAt(target), $$anonymous$$oveTo(target) or Nav$$anonymous$$esh-esque? Is this 2D or 3D? How do you move these (things? enemies?) now: physics, character controller, transform.translate?
The pathfinding basically needs to just look at the player, move to the target, attack (attacking I can add myself in a script), and avoid obstacles between it and the player. It is a 3d FPS. Currently, they do not move at all.
Use Aron Granberg's Astar Pathfinding Project. It has a free version that is still very powerful. It supports runtime graph creation, supports various graph types (point, mesh, grid etc.), and you can also dynamically make changes to parts of a graph (for example, if an obstacle is created, those nodes inside it are made unpassable).