31.03.2016, 15:00
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Last edited by Crayder; 31/03/2016 at 05:59 PM.
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Quote:
Just create a navigation mesh of SA, It probably already exists somewhere in the game but it would be visualised like this:
![]() You can look in the unreal engine source how that nav mesh is made and how navigating through it is done. Your method could work for creating those meshes, probably the only way to do it without access to the SA engine. Also, how would you navigate only roads? ![]() |
EDIT: So anyways, I've been running my method in PAWN on my already shitty computer. And damn is it slow... It has been running for hours on just a 62.5x62.5 area (so 125x125 points, each with at least one node and a lot with multiple level nodes). The getting the nodes (on all levels) part is quick (2 seconds everytime), scanning for connections is what is slowing it down so much. Obviously it'd be a lot quicker in a plugin and on a better PC (seriously, this needs more than just a 1.55ghz single core CPU, burning 100% constantly at the moment).