TombEngine
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Pathfinding enhancements roadmap
- [x] Introduce
LOTType
to configure creature pathfinding instead of weirdZoneType
extension. - [ ] Introduce new amphibious zone especially for crocodile and possibly rat in future, and use legacy water zone from TR1-3 for other water enemies.
- [ ] Introduce average height value for
Box
struct, so enemies which can't get into corridors with narrow ceilings (e.g. T-Rex, Seth etc.) won't continuously run into them. - [ ] Coarse and fine pathfinding. When an Enemy is in Room 0 and Lara is in Room 128, the Enemy does not need to build a graph from Enemy to Lara, but only a graph From Room To Room first. This should be done dynamically at runtime. (by @Raildex)