I am considering buying this product as on the surface it looks like it will save me a huge amount of time but I have a few technical questions I couldn’t find answers for by searching the forums.
I am currently making a procedurally generated equilateral triangle based world with a hex backbone. I am wanting to do navigation based on the hexagons, I already know if a hex is walkable or not and all this information is stored in a 2d array.
Question 1: Can I load the 2d array directly into the A* pathfinding algorithm and use it for navigation or is there some easy conversion I can do?
Question 2: Although the walkability is calculated by the hex centres would this be an issue for the agent height, as the height can vary across a hex according to the 6 triangles that make up the hex. Obviously I could convert the hex walkable data to tri based but this would triple the number of nodes/grid points and therefore is undesired as I am dealing with a huge world.
Question 3: Local avoidance. My game will have a lot of walkable areas that have local obstacles such as trees. I’m pretty sure the answer is yes but just to check does the local avoidance system work well for avoid small obstacles such as trees or is it more designed to avoid other agents?
Question 4: Can you switch an agent easily between two different navigation systems, I am wanting to use the hex based system when an agent in out in the open, but use a node or nav mesh based system when the agent is in a more complex area such as a base.
Question 5: If I can use the 2d array of walkable hex data can this be updated at runtime? If it can does this have any performance considerations or can I do a simple array edit just changing the required hexes? This also goes for node or nave mesh systems can they be modified at runtime and if so what is the cost?