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Navigation mesh + obstacles

Started by September 18, 2010 05:00 PM
0 comments, last by Kylotan 14 years, 2 months ago
Hello GameDevs !

I've been trying to wrap my head around pathfinding lately and I'm fond of the idea of using a navigation mesh rather than waypoints. I have implemented a means of doing this, however it doesn't take into account physical objects that may be in the way.

Some time ago, I considered establishing a temporary 2D grid over a surface whenever there was another object on top of it. Every point in this grid that was being blocked by the object (simply checking for OBB-intersection) was considered a blocked point in the grid and A* search was used to find a path across this grid.

However I don't quite like how unpredictable it is to map a 2D grid like this since it's hard to determine a suitable resolution (square size) and orientation for each case. My question is: is there any other general solution or adjustment to this algorithm that might work better?

Many thanks for any help !

- Dave
You don't need a grid. The idea of the navigation mesh is that it replaces an arbitrary grid. You use A* across the mesh.

I would have thought that you can just check to see if the part of the mesh you need to cross is blocked or not by the obstacles.

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