Hello,
first of all, thanks for a great product!
Now to my question. I am creating an isometric, tile-based, turn-based tactics game akin to Jagged Alliance 2. So far I managed to get what I want by using a Pointgraph, but because it uses game objects for each node it becomes too slow for a pointgraph of anything bigger than 40x40 nodes. So now I have started looking into using gridgraphs which seem to be much faster and could be made into a much bigger playing field, but I have one problem. I have a building with thin walls between nodes that should block movement, but the gridgraph (with one node per tile) doesn’t register the walls between nodes, only if the walls are actually on a node (which would look unrealistic).
Is there any way to have the gridgraph search for connections like the pointgraph does via raycast, so obstacles between nodes register?
On a side note, when using a pointgraph, the GraphUpdateScene object doesn’t work (doesn’t change walkability etc. of pointgraph nodes in the polygon), but the same GUO works with a gridgraph. Any ideas?
Thanks,
Robert