On 2012-09-21 03:17 , Lance Corrimal wrote:
Hi all!
Here's a feature idea that I just had, and I thought I'd float it past here
before I post a feature request on the jira.
As a user I would like to see a third option for doubleclick navigation
inworld: pathfinding - immersive
With that option turned on, the viewer would determine if the point the user
clicked on is within draw distance, and if so, use pathfinding navigate to
to walk there. If the point was outside of drawdistance, the viewer would use
whatever else the user had configured for normal doubleclick navigation (i.e.
teleporting or go here).
We have considered whether or not to apply pathfinding movement to
avatars, but so far have decided that it would too often produce
non-intuitive results. Avatars can go places that pathfinding
creatures can't and the differences are not always obvious to users (for
example, an avatar will step up over a level change that a pathfinding
creature will not attempt). This might often lead to users clicking on
a point that seems easily accessible, but the avatar goes off in some
entirely different direction (as the beginning of a circuitous path), or
just fail to find a pathfinding route at all (this latter presents an
additional problem of how to inform the user).
Personally. I've always wanted to be able to choose a series of
waypoints manually... some games I've played let you do this by making
'click' mean 'walk straight to here', and 'shift-click' mean 'add this
as the next waypoint after the current end of my path'.
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