YouGroove Posted February 11, 2014 Share Posted February 11, 2014 The possibility to import our own navmesh. Usefull if your level base or floor is made of one mesh. Ability to modify Navmesh by hand in the editor would be a big Plus also. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
klanphear Posted February 22, 2014 Share Posted February 22, 2014 Navmesh by hand would be cool or at least the ability to modify the boundries of the mesh. That would allow you to actually run away or hide behind certain game objects. You probably can do it with code but I am but a newb. If it is possible please let me know. Quote Link to comment Share on other sites More sharing options...
beo6 Posted February 22, 2014 Share Posted February 22, 2014 Navmesh modification by code is important too for dynamic obstacles. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 22, 2014 Share Posted February 22, 2014 I thought the current navmesh already handled dynamic obstacles. Quote Link to comment Share on other sites More sharing options...
beo6 Posted February 22, 2014 Share Posted February 22, 2014 not in my tests Quote Link to comment Share on other sites More sharing options...
wayneg Posted February 28, 2014 Share Posted February 28, 2014 So is this in Leadwerks 3 ? Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted March 1, 2014 Share Posted March 1, 2014 As far as I remember. Dynamic navmesh was taken out due to performance problems. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 1, 2014 Author Share Posted March 1, 2014 Navmesh modification by code is important too for dynamic obstacles. Yes letting user be able to do it, could be very efficient, as it would just be edit some polygons by code. Could be powerfull specially if you oculd import your own navmesh. For some RTS, making some navmesh like a grid and putting buildings only on square polygons where buidling is allowed. Once you put a building , just removethe square wher it is from Navmesh. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
beo6 Posted March 2, 2014 Share Posted March 2, 2014 i thought only the automatic navmesh generation was taken out and we should call the navmesh generation method manually. However it takes minutes until it is finished. So i wonder how the dynamic navmesh generation was done in the first place and if that would also take minutes on a terrain. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 2, 2014 Author Share Posted March 2, 2014 If you could add/delete navmesh parts , that is just at final : POLYGONS, You could delete polygons navmesh around some new building you place, that would be fast without needing any re calculation. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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