Highlighting some more new tools and improvements in AeonixNavigation:
- Fixed various performance issues with debug line rendering in the editor
- Adjusted pathfinding heuristic calculations to allow balancing between Euclidean & Velocity methods
- Added batch testing actor for visualizing large batches of pathfindsÂ
- Fixed octree visualisation rendering so you can view the voxel structure in the editor again
The batch testing actor has been useful, it's already found a bug where for some reason the pathfinder is able to find a way through a seemingly solid wall of voxels. I will need to dive into adding some more visualisation of the octree link structure and inspect the pathfinding exploration code to find out what's happening.
A short video covering these below :