#just need suggestions with how to go with custom pathfinding

1 messages · Page 1 of 1 (latest)

icy skiff
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so pretty much what i'm doing is creating vector grids around the local player with like 2 spacing between each node and running rays between each neighboring node (the first grid raycasts between each other and downwards to adjust themselves to go against the terrain along with a 0.1 adjustment off the ground, while the 2nd grid is above the first layer, ofc it'd add more grid layers the higher or lower the node placement is) and then just using the traditional a* or smth to pathfind but i cant figure out how tf to make the spacing dynamic because it's always inconsistent with map designs yk and I cant lower the spacing because that would then add more nodes
is there like a better way I can do this with the general idea

hard iris
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why not use pathfindingservice?

icy skiff
hard iris
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why does it have to be custom?

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what are you trying to do that the default pathfindingservice cannot do?

icy skiff
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brother the pathfinding service cant even go up a simple slope
i already figured it out dw

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like ts is trying to move over here 😭

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i'm trying to do this without having to jump

hard iris
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you dont need a custom pathfinding solution to do that

icy skiff
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i am not putting no attachments at the ends of the slopes to go to

hard iris
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you dont need to do that either

icy skiff
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this is abt to get funny
i already did that 😭
i'll show it in a sec

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i dunno man 🤷‍♂️

hard iris
icy skiff
hard iris
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how have you done the terrain there btw? that dont look like parts

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looks like a mesh?

icy skiff
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its a wedgepart..

hard iris
# icy skiff

show where the pathfinding is trying to take it

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also yea ramp seems a bit small

icy skiff
hard iris
icy skiff
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O

hard iris
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also i suggest making the ramp slightly bigger

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the navmesh doesnt look very good on it

hard iris
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also kinda hard to see since you have the ramp selected

icy skiff
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i do have invis walls on the sides of the ramp tho

hard iris
# icy skiff

yea looks like they're all connecting on an angle, some of those joins might be less than the agent width

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roblox's navmesh generator isn't perfect but it does a decent job most of the time