This is another widely-used technique for world representation based on points located throughout the valid area of navigation, be they manually placed or automated via scripting. We'll be using manually placed points connected automatically via scripting.
Representing the world with points of visibility
Getting ready
Just like the previous representation, it's important to have several things in order before continuing:
- Having the Edge class prepended to the Graph class in the same file
- Defining the GetEdges function in the Graph class
- Having the Vertex class
The vertex objects in the scene must have a collider component attached to them, as well as the Vertex tag assigned. It's recommended that they are...