Closed ezalenski closed 6 years ago
@ezalenski @George-Poulos Why nodes/edges and not NavMesh so that we can leverage the built in tools https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html https://docs.unity3d.com/Manual/nav-InnerWorkings.html
We could also go with a richer library https://www.assetstore.unity3d.com/en/#!/content/87744
or do you think we need to build this ourselves?
Short answer is that those tools aren't designed for what we're using the node/edges for and I don't see a reason to spend that amount of money on a simple algorithm. I can give a better longer answer with my reasoning when I have a chance if you want.
Although we might want to look into using navmeshes for lanes.
There's a free version of the A* tool. We probably could ask the prof to buy it for us if we did want to go that route. https://arongranberg.com/astar/freevspro
The feature that got me curious was the Automatic navmesh generation.
fixed w/ #14
The goal of the navigational map is to turn the complex map which contains the curves of the road into a simplified map of nodes and edges. This will make pathfinding much simpler and as well as actually driving along the paths.