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Generating pathfinding data from the world

Started by February 21, 2005 09:11 AM
-1 comments, last by rmmc 20 years ago
Hi I'm implementing a navigation mesh approach to pathfinding, but I'm now facing a problem. The world where I have to pathfind consists of a heightmap-based terrain with meshes on top (and these meshes can have more meshes inside them). I can generate the navigation meshes for the heightmap and the meshes themselves, but, the problem is, moving from one navigation mesh to another, that is, finding the connection spots between the navigation meshes. I've been brainstorming on how to solve this problem, and the only option that I've seen so far was doing mesh-merging, by merging the meshes of all the objects and the heightmap and then generate the navigation mesh from that. But merging arbitrary geometry is a complex procedure (both to implement and to run), so I would prefer a different solution. Does any of you have any experience regarding this subject? Even if you have solved this kind of problem using a different approach (like nodes instead of nav meshes), I would greatly appreciate your input. Thanks in advance, Rui Casais
Rui Casais

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