Let’s see a bit about Caster navigation state:
Whats right:
- Unit interaction (avoiding each other, pushing out, etc)
- Basic pathfinding
- Unpassable terrain outlines generation
- Avoiding unwalkable outlines
- Fixed a few bugs in Recast code rewritten for Caster
- A lot of debug render display
Whats left:
- Resolving cases where 2 units go for the same spot
- Resolving other common cases of units getting locked or stuck
- Returning units from unwalkable to walkable areas if they get pushed out
- Pathfinding adaptation for Caster
- and more ..
Once these issues are dealt with, Caster needs some testing in real-life scenarios in KP and then, hopefully, Alpha 4 will come out 🙂
Maybe a system with ware priority orders could help? E.g. KaM:
Building Materials
Weapons
Food
Depending on what the casters are running/carrying the system sorts them into sequence.
Some kind of right-of-way – sounds good )