Pathfinding
It’s been quite some time since the last update, but thing have still been in motion. If you visit the media section you can see some new screenshots from the in-game editor.
I haven’t said much about the editor at this stage, but this is where I’ll be designing all of the maps for War Worlds and it will also be available for end-users to create their own maps. It’s currently fairly basic but the mode you can see in the screenshots (one is shown to the left) is the “Pathing” mode.
Currently, this mode is little more than for testing. You can see it overlays the map with a red-and-green grid. The red bits are impassable and the green bits passable. In the future, the tool will allow to adjust the grid - perhaps extending the impassable bits a little or whatever you need to tweak things.
At the moment, though, you can just set a “start” and “end” location and it’ll show you the path it finds between them. There are two different “kinds” of path we can show: the “original” path and the “simplified” path. Our current implementation of A* uses the overlayed grid directly (future versions may use a navmesh for efficiency) and the paths that produces are a little… unnatural. So what we do is “simplify” it. Simplification basically removes nodes from the path that don’t actually affect the “passability.” If you click the image to the left, you’ll see what I mean: the top image shows the “original” path and the bottom on the same path, but “simplified.”

