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Hows Navmesh working out?
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Maleficus
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Default Hows Navmesh working out? - 21-07-2004

Just finished reading your Navmesh tutorial - nice work.

But I am curious - how is it working out for you? I've seen the CZ bots, which from what I understand uses a slightly different version of Navmesh, and it looks pretty good in game, as well as the fact you don't have to waypoint maps anymore (tho I like the idea of being able to hand tune navmeshs if desired)! Are there any performance penalties, or memory restrictions?

Fritz uses node based pathing, and tho it isn't always pretty, its very cheap and fast. I've been working on extending it a bit so it looks and works better than traditional waypoint systems. But its still a pain to have to make those nodes, often taking hours of time per map! :'(


I've been studying a q3 bsp loader, and see that getting the planes from the .bsp file is relatively easy, its just making the Navmesh, then on top of that the pathing code, work.

I don't really have time for it ATM, I have so many other AI issues to battle with, but I'm definately interesting in learning more about Navmesh.


ps: any plans to continue your Navmesh tutorial as promised?!


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