I’m looking for an optimized way to create dynamic obstacles using RVO. It’s not a moving obstacle, but it will be turning on for 3 seconds and then off again, for example. I believe recast graphs would solve this but updating recast graphs at runtime seems extremely slow for me. I could also use grid graphs but I’m looking for a more open-area path result (with grid graphs I get rigid/steppy paths even with smooth modifier and I also get a lot of back-and-forth pathfinding with many enemies - unlike navmesh). So I’ve been using navmesh but then creating an obstacle removes the entire triangle instead of just the one area within the triangle I want to avoid.
- Can I create RVO obstacles that only block part of navmesh triangles?
- Is there a way I can treat a grid graph like an open-area navmesh so that I can obstruct certain areas easier? (I tried tiles in navmesh but created the same grid graph problems)