The next solution is to make the path less blocky by connecting the
points of the hypotenuses of the triangles.
The last issue to make the path to our waypoint truly realistic is to curve
the path.
The way to simulate a realistic character movement in 3D is to plot a
straightforward path from the character’s current position to its destina-
tion and record all of the obstacles from a world table that lie on this
straight line. For each obstacle, calculate the original collision point and
the two tangent points on either side of the obstacle. The point closest in
distance is the one selected to be connected as the hypotenuse of the
triangle.
Other Pathfinding ...
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