Can the system not be updated so that the "obstacles" in the world are mapped by the engine and their position pre-calculated and saved/remembered in the map/engine so that they don't have to calculated every time the map is tested?
This I would mean of course that the/this pre-calculated/compiled "Obstacle Map" would have to be "updated" each time a new obstacle was added though I don't know if that could be accumulative or if the whole would have to be recalculated or just any additional obstacles (positions and so on) could be added to the existing Obstacle Map without as said recalculating the whole every time. If all had to be recalculated at every single additional obstacle added then I guess that's back to the same problem.
I know such things as obstacle avoidance are complicated and clearly require a lot of maths/calculations especially I guess in real time/run time if obstacles have to be constantly taken into account in real time, live during game play.
I guess its a big job to do at an advanced level and to work around or avoid the constant checking math/data processing.
You can see I don't know what I am talking about. No idea if that makes any sense at all to anyone other than me it being a bit long winded. I am sure Lee will do whatever can be done to help given the possibility and time.