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Posted

I think we are going to lose this feature.

 

Navmesh generation may be slowing it down. Navmesh generation is presently completely dynamic, which is fine for small scenes but slow for larger ones. In order to accommodate larger worlds with terrain, navmeshes are going to be generated in the editor and saved, in a new dialog that will appear in the next update. This also provides extra control over a few parameters the routine uses.

 

Not sure if we could have dynamic nav mesh zones so it could help speed up large terrain.

Posted

In the future, a combination of static and dynamic data will be used, much like how the shadowmaps in Leadwerks 2 work, but for present we will rely on precalculated data generated in the editor or by a command.

 

 

Posted

It depends a little on how much performance this is going to take. When placing a single object it would be a waste to recalculate the entire navmesh for everything. I also don't know how Recast handles this since it might only affect a small portion of the navmesh.

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