Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.
As for "invisible" animals, never seen it happen, and if you mean hidden behind trees and whatnot then just be more observant. Stone will hopefully be solved with the new world as well.
I'm not a master programmer but honestly how hard could this be? Is there some wierd java thing preventing this from happening? Why can't it just automatically align your path to the closest tiles and detect objects on tiles you are walking towards? Is there no easy way to list the objects on a specific tile?
The claim system extends by tile units and it knows which objects have their origin placed within the tiles. At least it seems that way. Is it using some kind of rect to do this rather than looking at tiles?
Last edited by shadyg0d on Wed Apr 27, 2016 12:20 pm, edited 1 time in total.