If you're rather talking about temporary obstacles like other nav agents that need to be avoided, there are a number of approaches to agent avoidance that work nicely on a subset of a navgraph.
If you're rather talking about temporary obstacles like other nav agents that need to be avoided, there are a number of approaches to agent avoidance that work nicely on a subset of a navgraph.
Yes. I'm coding non-player characters, using an API which lets them sense their surroundings by ray-casting but does not give them direct access to the system's world model. They're limited in what they can sense.
If I'm doing regular "were are other objects relative to an object" I much prefer an ordered-spatially data structure like a quadtree, but doing a quick hash of the position and sticking it in a key based store works fine too. Again, that's one of those data structures that is expensive to build and cheap to query, so only building it once every x frames is probably a good idea. But again, not sure what your API is giving to you and how low level you get to work.
[1] https://github.com/John-Nagle/lslutils/blob/master/npc/READM...