AggrorJorn Posted August 28, 2013 Posted August 28, 2013 Is it possible with the current navmesh generation to be generated/altered while playing the game? Quote
Rick Posted August 28, 2013 Posted August 28, 2013 Remember the videos of Josh moving cubes around and the AI being able to move around and on this cube? Is that what you mean? Quote
AggrorJorn Posted August 28, 2013 Author Posted August 28, 2013 Nice that you remembered that. I was wondering about this since I build my level while playing the game. This video indeed has dynamic namhesh generation in a game. Quote
tournamentdan Posted August 29, 2013 Posted August 29, 2013 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. Quote
Admin Posted August 30, 2013 Posted August 30, 2013 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. Quote
AggrorJorn Posted September 2, 2013 Author Posted September 2, 2013 I think for what I have the current navmesh will do its job except for when objects are placed in the scene. I can work around it I think. Quote
beo6 Posted September 2, 2013 Posted September 2, 2013 maybe you can just call the method to generate a new navmesh when you finished placing your objects in the scene? Quote
AggrorJorn Posted September 3, 2013 Author Posted September 3, 2013 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. Quote
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