three-pathfinding-3d

Hello everyone, I created three-pathfinding-3d from three-pathfinding.

On this basis, I fixed some unresolved problems and optimized some algorithms.

Here are some differences between these two libraries in some scenarios.

  1. In test demo

three-pathfinding

three-pathfinding-3d

The reason for this problem is that the definition of left and right on the channel is dynamic, not static, and depends on the first point

  1. In below case

three-pathfinding

three-pathfinding-3d

The reason for this problem is that sometimes missing first portal.

  1. In level.nav.glb

three-pathfinding

three-pathfinding-3d

The reason for this problem is that stringPull algorithm(or call it funnel algorithm) not consider case in height offset.

I’ve spoken with Mr.Donmccurdy about merging it into three-pathfinding in the form of a PR. Currently, three-pathfinding-3d is written in TS. The motivation for fixing this was that I encountered these issues with the three-pathfinding library and then tried to resolve them myself.

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yuka: Yuka | A JavaScript library for developing Game AI
dive: GitHub - Mugen87/dive: Shooter AI showcase with Yuka.
Into yuka, dive navmesh optimized by spatial index.
When agent go in edge then if change destination point then cant go because the edge at space. And maybe if path go through edge then need to offset path to center of triangle. Or you already solved it?

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I’ve seen the same problem you mentioned before, but the current version of three-pathfinding-3D has never reproduced this problem, probably because some logic changes have been made.

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