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  Resources for generating a navmesh?  (Read 4016 times)
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Offline CopyableCougar4
« Posted 2015-10-12 21:11:31 »

So I was interested in learning about doing pathfinding in a 3D world, but my google-fu couldn't get me past knowing that I needed an navmesh and general idea of what the mesh represented.

I was just curious if any of you knew of any good resources for them (I tried looking for the source for one in a 3D game library, but they were either closed source or there were so many packages and folders and classes that I got lost).

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline thedanisaur

JGO Knight


Medals: 59



« Reply #1 - Posted 2015-10-13 18:04:06 »

http://imgur.com/a/4QV8K

http://drpexe.com/2011/07/a-star-with-navmesh-detailed/

Edit: http://www.gamedev.net/topic/648438-how-to-do-starcraft-2-pathfinding/

Something people fail to realize is that a lot of pathfinding implementations still use A* as a base and then use "clever" techniques to make it faster, flocking, path caching, partial generation, and I'm sure others. If you look into graph data structures and graph algorithms you'll find what you're looking for.

Every village needs an idiot Cool
Offline Roquen

JGO Kernel


Medals: 517



« Reply #2 - Posted 2015-10-13 18:57:31 »

detour/recast in (c++) is highly regarded.  Pretty sure at least unreal uses it.
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Offline CopyableCougar4
« Reply #3 - Posted 2015-10-13 21:56:51 »

Thanks for the links Smiley

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline EgonOlsen
« Reply #4 - Posted 2015-10-14 08:17:18 »

There's also this: http://www.gamasutra.com/view/feature/3000/gdc_2002_polygon_soup_for_the_.php

Offline EgonOlsen
« Reply #5 - Posted 2015-10-14 08:31:54 »

It also depends on the scene/game itself. You don't always need a nav mesh. In my rpg, the 3D terrain has no overlapping parts, i.e. at a given postion, you can always determine the height. No entity can be above or below another, so I can get away with a 2D representation of the world for the AI. This looks similar to this (very old version, but anyway...): http://jpct.de/jpctnet/img/Blockers.png.
Every red dot is an obstacle and the AI uses A* to walk around.

Offline Roquen

JGO Kernel


Medals: 517



« Reply #6 - Posted 2015-10-14 09:50:59 »

detour/recast in (c++) is highly regarded.  Pretty sure at least unreal uses it.
I haven't looked at it, but here's at least one java port: https://github.com/piotr-piastucki/recast4j
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