Hey guys,
I was looking into navigation meshes combined with a* pathfinding with help from this article http://www.ai-blog.net/archives/000152.html and I a bit confused about some of the concepts and use and need some help with the idea behind the creation. (I have used a* before in a tile based map)
- how do you create a navigation mesh
- how do you decide where the nodes are and which connect to each other (though i guess its based on neighbours), is it does by each polygon or the edges (ect) and from, are the nodes placed by the programmer e.g. this http://jceipek.com/Olin-Coding-Tutorials/img/Pathing/Island-NavMesh-Nodes.png or this http://s252.photobucket.com/user/PaulTozour/media/Stormwind-NavMesh.jpg.html
- This question kinda ties into 2 and is one of the biggest things i dont understand, when it comes to this picture http://s252.photobucket.com/albums/hh9/PaulTozour/?action=view¤t=Halaa_navmesh2_AB.jpg, what nodes is it using to plan that path. I know that the polygons define open and free to walk space but even so it needs nodes to compute the best path. does it auto create nodes on the edges of the polygons?
Another question i have is when it comes to making an rts would it be best to just do a 2d tile map on to of a 3d map or use a navmesh aswell.
Thanks for the help and any additional information would be appropriated (also any idea of how i would go around doing this is c++ would be helpful aswell)