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3 d game design, pathfinding client for pathfinding, how in the back-end efficient verifies the corr

Time:09-22

Assuming the client with the navmesh data directly pathfinding, not map to the 2 d, now the client has completed the pathfinding and after smoothing, and then send back after of smoothing the path to the key point coordinates. The server side ruled that the point of how to efficient path is a legitimate path (assuming that the automatic pathfinding path is very long, there are a lot of points coordinates)

3 d map. Assuming that the client use unity3d export to the navmesh data after smoothing results after pathfinding (key inflection point coordinates) sent to the back-end, back-end navmesh maps have the same information, how can the back-end efficient and accurate detection of this path information when legally, has not been tampered with or pathfinding errors.

CodePudding user response:

Using the mouse to click for pathfinding, not through the wasd movement, also want to ask if collision validation overhead on the server side do? The individual feels the computation
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