This week I’ve been working at getting pathfinding and the basic UI implemented ahead of the larger game development effort. It’s been tricky but I think it’s now at a stage I’m comfortable with, here are some of the tweets tracking the progress.
Further optimizations. Now road and building meshes are grouped into grids, this makes sure less is rendered off screen. Introduced a simple LOD sytem, low-quality meshes (less fidelity) are shown when at high-altitudes.
A* pathfinding is in, nothing special at this point. Using the bare minimum of data needed to represent the graph (X/Y of node, List of neighbor nodes), can navigate from one side of the map to the other in 2ms.
Have a cat, you’ve made it this far!