@MagicLord said:
Most 3D games uses path finding, it's suprising it's so rough and incomplete or it's not considered as important as a physic node ? The response on GitHub is they don't have enough people to work on , what i really understand, but i think it's a fundation feature for 3D it should be higher priority than CSG modeling.
Okay, a few things. First, and this has been bugging me for a while, it is spelled "foundation." You've been leaving out the "o".
Second, what has really been confusing me is your priorities and expectations. I don't want to dissuade anyone from reporting bugs. Getting feedback on clear problems is important, and it is how software gets refined and improved. However, there is such a thing as having grossly unrealistic expectations.
Pathfinding is not a basic feature. It's not a foundation of most 3D games, nor is it even used extensively in the majority of games. It is also not easy to implement, and certainly not cheap. Blizzard, one of the best pathfinding developers in the business, still constantly runs into problems with pathfinding, and adapting their in-game AI to use pathfinding properly. Even the kings of the RTS genre still run into issues with units getting hung up on corners or not taking the optimal path. Pathfinding is really hard, and eats up a lot of resources. That's why most developers go out of their way to cook up simpler pathfinding or cheat with pre-scripted NPC path-following that is easier to predict. (and easier to integrate with user-controlled pathfinding on a main character)
Most A* pathfinding is based on simplified grid systems, in order to avoid the massive calculations from running pathfinding in a full 3D environment. While I can sympathize with your frustrations, I can't agree that such features are either essential, or should already be working perfectly. I think you might need to start thinking about re-assessing your scope or look for alternative solutions.