It seems the engine suffers from the same thing which I have been tearing my hair out in work for the whole of today
![Smile :)](./images/smilies/icon_smile.gif)
So, I get home an work on my pathfinding algorithm, hoping to relax by seeing my mesh make it's way across the map, avoiding the building I put in. What do I find? I got the algorithm to produce a movement list ( in position2d<int> format if anyone is interested ) but when I try to make a for loop to make the movements I find that the animation doesn't wait for the move to finish before making the next move. Has anyone got a way around this?
The solution I had to the problem at work which we agreed on would be that you throw moves at the drive and it would store them in a buffer type system, meaning you could throw 20 moves at the drive in a milli second and let it make all of those moves one after the other ( sometimes taking 10 minutes, they move slow
![Smile :)](./images/smilies/icon_smile.gif)
I would very much like to see the same system in Irrlicht. Does someone know of a way I could hack the engine to do this?