Obstruction manager
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- Dominant language
- Python
- Stars
- 14.4k
- Forks
- 1.3k
- PR merge metrics
- No merged PRs in 30d
Description
As part of the pathfinding, we need an obstruction manager.
It is for keeping track of not-so-often changing parts in the world.
What should that thing do:
- Provide nav-mesh that allows inter-chunk-navigation
- Update the nav-mesh when buildings are placed, trees fall, etc
- Keeps a density grid by terrain slope, terrain type and other obstructions that just slow things down
The obstruction manager ignores moving units.
The nav-mesh is used by the long-range pathfinder ("where is a possible way to the goal 40 chunks away"). The long range search is probably done by A*, maybe with JPS, but it doesn't matter.
The density grid is used by the flow field pathfinding, so it can integrate that density grid so units can then do gradient descent on it.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by examining the existing long-range pathfinder and flow-field pathfinding entry points, since the issue does not name specific files or tests. Define the obstruction manager around inter-chunk navigation, updates for placed buildings and fallen trees, and a terrain/obstruction density grid while excluding moving units. Done means both pathfinding systems can consume the maintained data.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100