Regarding the Octree used in the Spherical RVO would this be adaptable to actually calculating a path in 3d space (i.e. flying)?  I’ve been looking at a few projects spread throughout the internet including a few that use octrees to map out 3d space and set up pathfinding for some flying AI.  Figured I’d ask your thoughts here first…
Octree projects I was looking at if anyone was interested…
https://bitbucket.org/canistk/unity3d-fly-agent/src/master/
             
            
              
              
              
            
           
          
            
            
              Hi
Not really. That octree is not really built for pathfinding at all I’m afraid. It’s only built for fast lookups.
             
            
              
              
              
            
           
          
            
            
              Thx, I figured as much the more I learned of Octrees…
also if anyone else is interested in this you should REALLY check out this project:
it’s from Unity 5 about 4+ years old but still runs in 2019.3.  has a interesting Octree system for 3d pathfinding as well as the use of a*, theta* and lazy theta* algorithms.  A* wins in computation time but lazy theta* isn’t too much slower and has more natural looking  pathfinding (less obstacle hugging/blocky pathing)  Very fascinating…  I may have had delusions of grandeur thinking I could adapt it to ECS/DOTS lol… they even have pretty decent looking local avoidance/repulsion going on.  Not bad for a student project!
             
            
              
              
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