We have a plugin that we use that cuts up the scene into smaller chunks, and allows us to stream it on demand, based on the location of the player (so we constantly load/unload parts).
I wanted to get clear on the best way to handle this from the A* system’s perspective.
One approach will be to create the complete level graph before we split the scene, save it off and only load that at runtime.
I am a bit confused as to how to achieve this though, where does cache startup comes into play, do I need to save the graph and load it from code, where is scanning the graph comes into affect and so on.
If someone can give a step by step guide on how to get this done, that would be great.
Another approach will be to have graphs generated per scene files, however, since there are so many parts it seems like a very inefficient solution, but if I’m missing something, or anyone has some insight, I wanted to bring this up as well.
Is there a different approach I’ve missed?
Anyone has any insight/experience on dealing with this problem?