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P0-A6: Part 686: City Generator

by on Feb.01, 2020, under Astral Realms, P-0, P0_A6, Software and Games, Spiritus Astrum

I have basically finished with the City Generator for now.

I have fixed some issues with the dynamic generation of AI paths, and some other bugs.

There is still an issue with generating the nav meshes in realtime. The rotation of the city platform needs to reset to 0 while the platform is being generated. This is easy to do, but it is also highly noticeable when the player is close to the city.

In the future, I will need to perform this rotation in code, without rotating the actual city grid.

I will also need to add better optimisation, etc, to the system, and decide at what distance the AI paths should be generated. Currently they are generated manually, but the generation is fast enough that it should not be difficult to add an automated system.

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