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I'm generating 3d landscapes using simplex noise, the generation is delegated to several threads so I can generate big or even infinite worlds.

I want to add some enemies to my world, so I need to implement some kind of pathfinding.

From what I can tell, Godot's navmesh system cannot be used in my case because my terrain is generated at runtime.

I have looked at this question: https://godotengine.org/qa/48732/bake-navmesh-during-runtime, but I have not been able to get anything functional.

I have also tried to implement A*, but I am struggling to write the logic to link the correct nodes together - my terrain is generated in chunks so I need to make sure all the chunks are linked together along the edges (I've been stuck here for some time)

Are there any other methods you think I could try? Or do you think it would be better to implement some kind of bug algorithm for my enemies and use something like raycasting to detect objects?


in Engine by (49 points)

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