Pathfinding perfection

Pathfinding perfection
Pathfinding is a complex feature allowing a server to calculate a path linking two given points. This causes monsters to avoid obstacles, not fly, avoid getting undermap... When it functions correctly.
MaNGOS implemented pathfinding in 2013, but did you know that Nostalrius was the first realm that created and still uses its own pathfinding system, regardless of the expansion and the language? And this, since 2010, 3 years before the official MaNGOS pathfinding release? (This 2010 video proves it).
However, since 2010, we have been reworking and improving our initial version, to fix bugs that now appear on private servers : monsters walking on the roof, stuck in textures, performance issues, pets that stop walking or take crazy paths to follow their master... Pathfinding was also improved to support path calculation in 3 dimensions : pets and creatures can swim correctly, flying monsters do not stay on the ground.
Once these bugs fixed, we had a theoratically amazing pathfinding. However, it only applied to monsters movement. All there was left to do was extend it to other mechanisms, resulting in them working better then anywhere else. Charges, fears, sheeps, blinks, pets.... all these now also use pathfinding, just as they do on Retail, thus greatly improving gaming quality and experience, and avoiding a ton of bugs (undermaps, visual bugs, desynchronisation, numerous bug exploits...)
Throughout our comparatives tests on Retail, we found out a few bugs, that we fixed on our realm, which will be showed as a bonus clip at the end of the video!
We are proud to show you, through this 3rd video, one of the most unique and impressive feature of Nostalrius Begins.
http://nostalrius.org/
Pathfinding is a complex feature allowing a server to calculate a path linking two given points. This causes monsters to avoid obstacles, not fly, avoid getting undermap... When it functions correctly.
MaNGOS implemented pathfinding in 2013, but did you know that Nostalrius was the first realm that created and still uses its own pathfinding system, regardless of the expansion and the language? And this, since 2010, 3 years before the official MaNGOS pathfinding release? (This 2010 video proves it).
However, since 2010, we have been reworking and improving our initial version, to fix bugs that now appear on private servers : monsters walking on the roof, stuck in textures, performance issues, pets that stop walking or take crazy paths to follow their master... Pathfinding was also improved to support path calculation in 3 dimensions : pets and creatures can swim correctly, flying monsters do not stay on the ground.
Once these bugs fixed, we had a theoratically amazing pathfinding. However, it only applied to monsters movement. All there was left to do was extend it to other mechanisms, resulting in them working better then anywhere else. Charges, fears, sheeps, blinks, pets.... all these now also use pathfinding, just as they do on Retail, thus greatly improving gaming quality and experience, and avoiding a ton of bugs (undermaps, visual bugs, desynchronisation, numerous bug exploits...)
Throughout our comparatives tests on Retail, we found out a few bugs, that we fixed on our realm, which will be showed as a bonus clip at the end of the video!
We are proud to show you, through this 3rd video, one of the most unique and impressive feature of Nostalrius Begins.
http://nostalrius.org/