I have a 10000x10000 terrain, I need to scan the terrain at runtime (Because it is procedural), my problem is that the Astra grid nodes gets to big if I stretch it over the whole terrain, but I can’t use the procedural grid mover, because the server needs to calculate all the AI movement. (Around 200-250 AIs) How can I maybe bypass the max of 1024 (Can’t remember what it was) nodes to get a more detailed AI terrain? Or is there a better way of doing this?
Or maybe have a small 25x25 AStar grid for every AI?
EDIT: I have implemented this now, but I seem to have some problems getting a path. (I can’t get a path at all) All I get is these: Path Failed : Computation Time 0.00 ms Searched Nodes 0 Error: Couldn't find close nodes to the start point or the end point Path Number 1
Hi
I would recommend using a graph which is better suited for large worlds. For example the recast graph which would be able to handle a 10000*10000 unit world.
I would recommend that you position your terrain so that the terrain extends from -5000 to +5000 however to avoid any issues with floating point precision (you don’t want to get too close to 16000 on any axis).