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Hi,
not sure if this has been addressed before but on the navmesh generation suggestion it uses blender 2.79.
Is there any suggested way to create it with a newer version of blender (without the gam…
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**Describe the bug**
When creating a NavMesh with a navigator, the waypoint generation for navigation can fail if the obstacle entities are not at the right entity level.
**Assets required**
Work…
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Currently, bots *always* spawn as naked+smg or as dretch. This decision should belong to the behavior tree, as it would allow bots to spawn with a ckit when repairs are needed, or when base in on fire…
ghost updated
2 years ago
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https://www.youtube.com/watch?v=dHYcio6fRI4 NavMeshAgent Avoidance in Depth - 5 Key Takeaways for Optimal Avoidance | AI Series Part 32
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### Describe the project you are working on
A systemic / immersive sim / open world game in 3D, where
* a lot of NPCs are chasing you and other NPC.
* items can alter the property/constitution of…
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Hi,
I'm playing around with OpenGL and trying to generate a navMesh with DotRecast. I'm a bit stuck because the detail mesh is always `null` after mesh generation.
I'm using a left hand coord sy…
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I tried this with recent `daemonmap`, but I think this is deprecated, so I report it here.
Here is an example of a map where a part did not receive a navmesh:
![unvanquished_2023-01-07_095906_000]…
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Currently, the game `#define STEPSIZE 16` and this value is used for all classes, whatever the size.
I think it would be nice to be able to modify this value on a per-class basis.
For example, t…
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We have a lot of opportunities to enable plugins by third party developers for Triplex. This issue should collect all known use cases and opportunities we have to add integrations to Triplex.
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When apartment0 is viewed with habitat-sim/build/viewer, the agent cannot cross a particular point on the stairs.
See attached videos --
apartment0_floor1: where the agent is spawned on floor1 a…