I have been trying to implement pathfinding on a large ocean game (like sid mieres but 3d) and I have been playing around with the Recast graph due to the size of the world and needing to move ships from port to port as well as avoiding each other.
I am yet to create a smooth workable AI using this system and I would just like to ask if anyone has created something like this using this asset and if you had any pointers or suggestions on what may work the best.
Currently using the Recast graph due to world size and I am able to limit the walkable area’s to everything below a certain height, which matches with the islands being non-walkable quite nicely. The issue is that the terrain (sea floor) is not flat across the entire ocean and so the path’s that are calculated often translate into ‘wonky’ or strange pathing by the ship on the surface of the water.
I actually think there may be a simpler way to do this and I may be over complicating it as the vast majority of the game world is ‘walkable’ and they only really need to not be moveable when terrain is above a certain Y value. (perhaps the navmesh needs to be applied to a flat plane on the ocean surface?)
Or perhaps I am not understanding how to use the recast graph correctly. Would anybody have any suggestions or pointers or further reading topics on how to best achieve this?