Closed GoogleCodeExporter closed 8 years ago
Recast will not support spatial queries like this, you should roll your own. If
you have really big worlds, you have solved this problem already, just hook the
Recast tiled process to your own query and you're done!
Original comment by memono...@gmail.com
on 17 Sep 2012 at 5:57
Well, I actually compiled recast as 64 bit then loaded whole 2gb mesh and now
navmesh is generating, about 3 hours left for default settings. Recast is using
lots of memory to load & createTriChunks etc. I wonder how big navmesh file
will be.
Original comment by nere...@gmail.com
on 18 Sep 2012 at 1:32
Original comment by memono...@gmail.com
on 16 Sep 2013 at 7:11
Finally, I've compiled recast and others libs to create navmesh in x64 and used
optimized settings to create navmesh for map over 3gb and it's working
perfectly.
Navmesh file is about 100mb big :) Amazing how fast and accurate are generated
paths :)
Now I wonder what will be performance when using temp obstacles.
Original comment by nere...@gmail.com
on 16 Sep 2013 at 8:34
Original issue reported on code.google.com by
nere...@gmail.com
on 17 Sep 2012 at 5:15