Jille @jille.dev · Jan 16

Fun bug: movement on tight corners stutters because the next point is closer to the character than its movement speed per tick. I'll try to fix this by having a movement budget that is consumed while moving, so navigation can traverse multiple nodes if they're close together. #golang #gamedev

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Jille · Jan 16

Navigation now considers 3 nodes ahead in case the movement "budget" wasn't fully consumed. It still struggles with some tight corners that have a lot of polys in the mesh, but I'm going to cross that bridge when I (more frequently) get there.