BullFlack / recastnavigation

Automatically exported from code.google.com/p/recastnavigation
zlib License
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Improvement: tile update with new geometry #236

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
what should be the best way to completely rebuild tile with new geometry?

as I understand,  mesh generation  needs single source mesh to build all tiles 
for navigation. I tried to modify source code of Sample_TileMesh to build every 
tile from separate geometry, but it's ended in separate islands of navigation 
meshes (one non connected island for every tile). Seems like connection 
information are extracted from source mesh (portals?)

Original issue reported on code.google.com by YakovSum...@gmail.com on 1 Jul 2013 at 4:31

GoogleCodeExporter commented 8 years ago
You rebuild meshes the same way you build them in the first place. Each tile 
needs a bit more geometry outside the tile tool. Look carefully how the 
geometry query bounding box is expanded in the example code. If a recast tile 
matches some tile in your game world, you will need to feed in all the 8 
neighbour tile geometry too when building the center tile.

Original comment by memono...@gmail.com on 1 Jul 2013 at 6:12

GoogleCodeExporter commented 8 years ago
yes, this approach works fine 
http://www.youtube.com/watch?v=I1bS-wjuFks&feature=c4-overview&list=UU_uewCd2M1i
c7xft8va1VBQ

Original comment by YakovSum...@gmail.com on 3 Jul 2013 at 7:55

GoogleCodeExporter commented 8 years ago

Original comment by memono...@gmail.com on 16 Sep 2013 at 7:23