The latest version of my pathfinding simplified exemple application : the 3 methods ( nav mesh, web points, and grid ) run simultaneously through a single interface for asynchronous jobs requests.
Concerning nav meshes: once convex areas have been automatically generated using datas from a collada mesh, shapes are further simplified by eliminating redundant vertices that form useless collinear edges wich speed up detections. Althought the nav mesh shown in this exemple is flat, the system, of course, work with 3d scenes containing bridges and whatnot, in wich case the z component of your game entities would result from the collisions system.
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