Closed janhohenheim closed 1 year ago
In 0.2 this is mitigated when walkable_radius > 0
(the tile is temporarily extended during generation to correctly handle radius outside of a single tile).
Not closing this yet though. I have a solution for when walkable_radius == 0
which I will get around to.
Nice! As soon as you have the fix, I'll try incorporating it again into foxtrot.
Update: I already added it to Foxtrot on the main
branch. It works soooo much better than before, thanks! It still sometimes tries to find a path directly through a building and other times takes a detour even though the target is within line of sight. I added a little condition that if line of sight is established, pathfinding is halted and the NPC just goes directly in my direction. With that change, the shortcomings are barely noticeable, so I'm already quite happy!.
Do you have any advice for params to further tweak? I am still using the same params as your example.
After playing a bit with the settings, I found that the reason behind the pathfinding taking long ways is that I set the walkable radius too high, thus making it impossible to take the short paths which were narrower. So ignore that part of my comment :)
I've been forgetting to respond to this. Sorry for that.
I'm gonna pull Foxtrot and see if I can figure it out. Looks to be an excellent example of a slightly more complex scene. Might be I've made an error in the voxelization somewhere.
No problem 😄 I've changed the navmesh generation settings a bit to minimize the issues, but sometimes a path through a wall is still generated. It's hard to reproduce though. To show the navmesh and pathfinding ingame press Q to free the mouse, click on "Open window" on the top of the screen, select "Foxtrot Dev" and then enable "Navmeshes".:
Sorry for being so late getting back to this.
I don't know if it's something you've changed or something that happened in relation to 0.10 but pulling the latest version of Foxtrot, and having a wander around, I couldn't see any points where it looks like the Nav-mesh is incorrectly connecting.
This was on the default old_town
map.
I see some need for improvements on my end though, I'm not a fan of how the generation creates inaccessible islands inside buildings. I would like to add a 'negative' volume to remove those.
Hi, I'm not sure if my topic is related to this one, but I also noticed a problem with navmesh generation if an object intersect two tiles. I have a plane and place Blocks on it. Sometimes only the half of the block is regarded on the plane. Here is a screenshot:
I believe this should've been fixed in 0.5.2 released a few days ago. Would love to hear if you still see this issue, otherwise, I am closing this for now.
Cool! I'll check when I port Foxtrot to 0.11 :)
See minimal example of bug at https://github.com/janhohenheim/navigation-mcve
Inconsistent generation: