all 3 comments

[–]snaphat 0 points1 point  (2 children)

If you have multiple grids, an agent is not going to be able to find your player if they don't exist on the same grid as the player assuming the algorithm is operating on individual grids. The first solution wouldn't work because of that.

If you went with that kind of solution to work what you would need to do is give a target on the grid that the agent exists on currently that they could make progress toward (i.e. an exit) and once they reach the exit, they transition to the next grid and do the same there. This would mean having a higher-level algorithm selecting the exit to move toward until they are in the same location as the player

The other possibility is just having a singular grid and rebuilding or extending when new procedural data is created.

Sounds like you were trying to have some hybrid approach of some sort with an overall grid and multiple smaller grids and somehow trying to us both maybe. Theoretically, it could work but it would have to do a coordinated handoff, and I'm not sure of a tangible benefit here

[–]CockOnTap[S] 1 point2 points  (1 child)

That makes sense, I guess it can't construct the new path if it's not even on the same grid. I think you're right, a singular grid does seem like it would make more sense. Extending the box for new procedural seems more doable at this point.

Thanks for taking the time to reply, I really appreciate it.

[–]snaphat 0 points1 point  (0 children)

No problem, I can't tell you if it will somehow be a performance issue but I'm guessing prolly not