Vaelek Posted January 17, 2015 Share Posted January 17, 2015 I don't know the behind the scenes of how navmesh is generated to know if this is even possible, but it would be very nice to be able to regenerate navmesh for only an area within and around the active model or a selection area. Especially when working with large terrain maps, making small changes and regenerating can be rather time consuming. Going one step further, some type of manual manipulation or painting of navmesh would be doubly awesome. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 17, 2015 Share Posted January 17, 2015 The navmesh is calculated by a library called recast. In C++ you have the ability to recalculate segments of the navmesh. This is not exposed to lua I believe. https://github.com/memononen/recastnavigation Quote Link to comment Share on other sites More sharing options...
Vaelek Posted January 18, 2015 Author Share Posted January 18, 2015 I didn't mean from Lua, I meant within the editor.. ie I make a small change to a doorway, and have a way to recalculate (in the editor) the navmesh for only that particular area and not have to sit through building the entire 1024x1024 navmesh for 10 minutes. Quote Link to comment Share on other sites More sharing options...
beo6 Posted January 18, 2015 Share Posted January 18, 2015 official support for that in the game is more important in my opinion. The Editor can wait for 10 minutes to recalculate the navmesh (if he needs to) but the player when playing a game will think the game crashed. Quote Link to comment Share on other sites More sharing options...
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