https://github.com/mishalzaman/Irrlicht ... ast-detour
I found this online, and it looks pretty interesting, but I don't know if it works with like terrain or non-grid maps. I've been trying to collect resources for pathfinding without grid-based maps for a fair bit now. Or, is there some other cool Irrlicht-'native' way to recreate simple pathfinding? I used A* for grid-based games but I'd like to be more dynamic with my next game.
Pathfinding
Re: Pathfinding
Nothing in Irrlicht for that. A* generally the best. Thought it tends to need a lot of adaption per game.
In 3D the hard part is usually not A* itselfs, but which costs to use in it (if it's not just about length of way in a grid), how to prepare the scene to use it (again in grid based games you already got it) and how to make it fast enough for tons of units (yeah, for small grids all is fast). And certainly how to handle dynamic objects walking into your path after you calculated it and stuff like that.
In 3D the hard part is usually not A* itselfs, but which costs to use in it (if it's not just about length of way in a grid), how to prepare the scene to use it (again in grid based games you already got it) and how to make it fast enough for tons of units (yeah, for small grids all is fast). And certainly how to handle dynamic objects walking into your path after you calculated it and stuff like that.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm