Closed GoogleCodeExporter closed 8 years ago
This is expected behavior for nav meshes. See my blog post on topic:
http://digestingduck.blogspot.com/2010/08/visibility-optimized-graph-experiment.
html
The problem is large polygons right next to smaller polygon. Tiled navmesh
often gives a bit better results.
Original comment by memono...@gmail.com
on 5 Apr 2012 at 10:59
yeah i've tried tiled navmeshes , but i would need so small tiles that i'll end
up with an insane count of tiles (i'm talking of milions of them ), couldn't
you implement an option on recast that limits polygon size?
It's not a problem on our application having more polygons, it will also
increase detail mesh precision
Original comment by tizb...@gmail.com
on 5 Apr 2012 at 11:45
ah , i've forgot to say that it is already a tile the one on screenshot, to
make it work properly i have to make it composed of 32*32 tiles , and i have
already 60k of these "big" tiles
Original comment by tizb...@gmail.com
on 5 Apr 2012 at 11:47
Basically , to make it clear , i need an option on navmesh generation , that
gives the result of a tiled navmesh with smaller tiles on a single bigger tile
Original comment by tizb...@gmail.com
on 5 Apr 2012 at 11:55
Splitting the polygons is not trivial to implement, but I'll try to find some
time to take a look at it.
Original comment by memono...@gmail.com
on 5 Apr 2012 at 4:56
Original comment by memono...@gmail.com
on 16 Sep 2013 at 7:02
Original issue reported on code.google.com by
tizb...@gmail.com
on 4 Apr 2012 at 8:54Attachments: