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Raycast-based pathfinding experimentation

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Hi everyone,

Today, I would like to talk about pathfinding. The way I would usually tackle it would be by using some sort of grid and navigating in it using A*(or a variant like Theta* for any-angle path-planning), or using a navigation mesh. I felt like a grid would not fit really well into the way I handle the entities in my world, and I felt like generating navigation meshes would be a bit of a pain. So I decided to experiment with a custom algorithm, based on raycasting. Here are the first results:

The way it work is …


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