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Question by
MannoMation · Jun 25, 2020 at 06:11 PM ·
terrainaipathfindinginfiniteagent
Path finding on a procedural terrain
I am making a medieval game that will have thousands of AI agents which all need their own path finding. I tried Unity's nav mesh, but it would not bake to my terrain mesh. I also tried Aron Granberg's A* path finding but I could not think of a efficient way to map out the terrain. I do not want make the graph follow the player because I want to make this game multiplayer, I can not make one big graph because the map is infinite, and I do not want to make a graph for each AI agent because that sounds like a waste. If anyone has any ideas on how to get Unity's nav mesh or Aron Granberg's A* to work, or a different way to path find on procedural terrain, I would greatly appreciate any help you could give.
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