beyzend wrote:
Wait, the problem is with dynamic content...
Yeah, this is basically the biggest problem. You need to rely on as few data stuctures as you can, and those that you do rely on need to be updated in realtime (or spread out over a few frames).
Maybe you could instead attach 'feelers' to each character in the form of raycasts in several directions? Raycasts at least are fast through volume data. This can stop AI walking into walls but doesn't give them much sense of direction.
Yep, tricky problem