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Thank you for the comment @DMGregory, we are tasked with implementing two types of pathfinding graphs. 1 is a regular area, which I've accomplished implementing by scanning the whole area and looking for "unwalkable" objects and "walkable" objects. 2. I need to manually insert PoV nodes, which I haven't started on yet
Perhaps you're right DMGregory, it is overkill. However part of our course outline we are required to do research on a technique of our choosing so this implementation of clustering technique could kill two birds with one stone
"Okay, rule of thumb never use Euler angles unless you have to." If we're working in only two axis (or 2.5D if you will), wouldn't it be ok to use Euler angles as it won't suffer from Gimbal locking?
Thank you for your input mklingen. I haven't had the chance to speak to the professor regarding clustering, but I feel that I could get away with clustering regions manually as opposed to having it automated. >If you know the number of clusters, (or can guess them) I would have to guess 7 in total based off the level requirement. I edited the question to reflect this
I cannot thank you enough. I'm still trying to reach that fabled 15 reps so I can upvote you but I hope you know how much I appreciate this. Also, I wanted to add I was able to fix this part var angle = Mathf.Atan2(heading2d.y, heading2d.x) * -Mathf.Rad2Deg + 90; by changing it to var angle = Mathf.Atan2(heading2d.x, heading2d.y) * Mathf.Rad2Deg ; and the character is looking directly at the current target.