Lee's visibility graph implementation in Unity
[Development on hold]
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Uses algorithm : http://cs.smith.edu/~streinu/Teaching/Courses/274/Spring98/Projects/Philip/fp/algVisibility.htm
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More details here : http://dav.ee/papers/Visibility_Graph_Algorithm.pdf
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Pathfinding uses Djikstra with adjacency list
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Works strictly on XZ plane
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Lots of functions are called with float x,y,z parameters and not with Vector3, because passing a struct value this many times really seems to cripple the performance (doesn't make any sense?)
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Using AVL tree from : https://code.google.com/archive/p/self-balancing-avl-tree/
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Polygon intersection is not handled (yet)
What it looks like: