In the last blog I switched from a grid-based movement system to a system that allows the player to move in any direction.
Additionally, I’ve stopped using a
GridMap for build my levels and instead am now using the Quake map format.
Unfortunately this means that the pathfinding system using AStar I built before is no longer valid.
In contrast though, I can now use
Navigation nodes for pathfinding without doing too much work myself.
Qodot generates collision meshes for us, this means that if we simply move the
QodotMap to be a child of
NavigationMeshInstance we can automatically generate the
NavMesh from the level.
From there I retrofitted the script from my previous implementation so that monster would follow an array of points to their target. For now updating the target every frame doesn’t appear to be a problem with small amount of monsters.