AggrorJorn Posted March 24, 2014 Share Posted March 24, 2014 Not a bug but an incorrect feature on the following pages: http://www.leadwerks.com/werkspace/page/features AI[/b] Dynamic navmesh pathfinding. Navigation paths automatically recalculate when the scene changes. Navigation areas are displayed in the editor in real-time as you build your game level. [b] http://www.leadwerks.com/werkspace/page/editor [b]Built-in Navmesh Pathfinding[/b] You can run, but you can't hide. Leadwerks was designed from the start to support advanced AI, with navmesh pathfinding baked right into the heart of the engine. You can even view the navigation paths in real-time as you build your game level, so you can catch mistakes before they become a problem. Link to comment Share on other sites More sharing options...
YouGroove Posted March 24, 2014 Share Posted March 24, 2014 Hey it's advert strategy for future features, let it is as it is Stop toying and make games Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 24, 2014 Author Share Posted March 24, 2014 Simply changing it to "Navigation paths are automatically recalculated at the push of a button" will suffice. Link to comment Share on other sites More sharing options...
YouGroove Posted March 25, 2014 Share Posted March 25, 2014 Just forget what you saw Stop toying and make games Link to comment Share on other sites More sharing options...
DudeAwesome Posted March 25, 2014 Share Posted March 25, 2014 navmeshs dont recalculate after scene changes? dont have used them much for now but I know that I need this feature later It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
beo6 Posted March 25, 2014 Share Posted March 25, 2014 unfortunately it is true and i suffer from this missing feature too. Especially because you can only rebuild the full navmesh which takes ages to finish. Having the option to recalculate portions of it by code would be helpful already. Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 26, 2014 Author Share Posted March 26, 2014 Based on the Steam thread: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/project-manager-r679'>https://steamcommunity.com/linkfilter/http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/project-manager-r679 Outdated user guide information: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/project-manager-r679 The update button explanation/outdated screenshot. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/side-bar-r676 No terrain button explanation/outdated screenshot. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/flowgraph-editor-r17 http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/object-scripts-r631 'Arguments' could use a small sample. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/scene-browser-r675 No 'character angle' property explanation/outdated screenshot. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/lighting-r685 Light baking is only for 3.0 and no longer relevant for 3.1 http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/pathfinding-r690 Navmesh is updated via a button an no longer realtime. Link to comment Share on other sites More sharing options...
Josh Posted March 26, 2014 Share Posted March 26, 2014 Yes, the problem is navmeshes are far too slow to rebuild with big terrain levels. A separation of static and dynamic geometry is needed, in the same way we do lighting. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted March 27, 2014 Share Posted March 27, 2014 We should probably port the documentation to the wiki , fill in the blanks, and add some commands that are not in the documentation like the buffer class. Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 27, 2014 Author Share Posted March 27, 2014 That would be a massive amount of work, but everyone is welcome to chip in Link to comment Share on other sites More sharing options...
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