[HN Gopher] Scaffold Level Editor
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Scaffold Level Editor
Author : mwkaufma
Score : 43 points
Date : 2025-04-07 20:00 UTC (2 hours ago)
(HTM) web link (blog.littlepolygon.com)
(TXT) w3m dump (blog.littlepolygon.com)
| mwkaufma wrote:
| A whistle-stop tour of some game-engine collision/pathfinding
| background, how modern engines work, how old engines work, and
| how I'm applying a mixed-approach in my game.
| charlietran wrote:
| Excellent article, and I appreciate how you gave an overview of
| solutions that didn't make sense for you but were otherwise
| important to know about.
|
| Could you expand on how your pathfinding works for both ground-
| based and flying enemies? I've been trying to wrap my head
| around how to handle this on my own game, and trying not to
| invent a wholly separate solution for enemies than can avoid
| obstacles vertically.
| mwkaufma wrote:
| The scaffolding is built from convex volumes, and I know
| which cuboid faces are "walls" and which are "windows" so I
| link the windows into a graph where the shared-faces are
| waypoints and do A*, using straight-line distance as the cost
| function.
|
| Big obstacles are just built from the scaffold itself, and
| small obstacles are avoidable by just doing "whisker-traces"
| to veer around them (the navigation path is a movement hint
| used to calculate accelerations, not followed strictly).
| Esras wrote:
| Thanks for sharing! I was thinking how this is a good example of
| the kinds of things that you _can_ do with a game engine that
| already exists, as opposed to having to write everything
| yourself.
|
| Also a nice mention of octrees' use outside of voxels.
| rdw wrote:
| Thanks, Max! I've personally never been able to wrap my head
| around BSP; I appreciate your diagrams explaining everything, and
| I am optimistic about the new engine. It's crazy how much faster
| it can be; really drives home how much extra stuff Unreal is
| doing that your game may not need.
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