aChallenged1 said:
Lax pointed me to ISXWoW.net for examples of LavNav that work properly. You need your subscription key (from LavishSoft's website) to join that website.
I can, will eventually figure it out, I think. But, there are others here more capable than I who should look at the examples and put together one for VG.
Again, depending on the old pathing system is not in our best interest. It has to follow point by point, each and every point the exact same way to get from "here" to"there". LavNav does not. It uses an algorithm to find the best path to use from all the plotted points available.
Unless you're referring to some user-made pathing system that uses a series of waypoints and not the old built-in navigation in Inner Space, your statement is actually wrong. The system in Inner Space was never built the way you're implying. It always used a path selection function, and a mesh of connected points. LavishNav provides OTHER benefits over the old system.
1. Fully object-oriented. Old system used a few commands.
2. Old system strictly used A* pathfinding. New system provides the ability to select between A* or Dijkstra pathfinders
3. Old system used "points". New system uses "regions". In the new system, a point is a region.
4. Old system used "worlds". In the new system, those are called "universes", and are a region.
5. Old system supported only XML. New system also currently supports LSO (a simple format like binary XML, see
http://www.lavishsoft.com/wiki/index.php/LavishSO ), which is half the size and several times faster to load.
6. Old system had no method of changing the cost for a given connection, it always assumed the cost was the distance between the points. This meant that faster modes of travel could not be represented at all (teleports, taxis/boats, etc). The new system allows permanent or dynamic costs.
7. Old system had a 2-tier hierarchy. The root could only contain worlds, and worlds could only contain points. New system provides an unrestricted hierarchy, where any region can contain any number of any type of region.
8. Old system had no real way of inter-coordinate system travel -- i.e. when zones have overlapping coordinate systems, there was no way to move between them. New system allows you to explicitly define coordinate systems, AND connect them.
9. Old system allowed only points in the same world to be connected. New system allows any region to connect to any region.
I could go on and on, but the old system was most certainly not limited in the stated way.