godotengine / godot-proposals

Godot Improvement Proposals (GIPs)
MIT License
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Add an alternative model for NavMesh . . #3230

Open charlesmlamb opened 3 years ago

charlesmlamb commented 3 years ago

Describe the project you are working on

A barbarian game, 2.5D . .

Describe the problem or limitation you are having in your project

I think the current NavMesh, that are generated, tend to look like a mess, and it's difficult to see any order in the mesh . . I know it already works but, I'd like to suggest, one could generate a NavMesh, based on this, as second option . . .

2021-08-30 1508

That way, one can mark rooms and, the NavMesh makes ' sense ', or looks more logical, when one looks at it . . . Then, one would just have to auto-generate and, then later set the specific details, if not right, with a simple gizmo or, editor . . .

2021-08-30 1510

Also, one could add extra resolution, where needed, to get smaller objects or, compress larger areas, where less detail is needed . . . .

2021-08-30 1524

I'd like the NavMesh to, if possible, look more logical, I know the current one is prob. very efficient, was thinking this could be a second type of NavMesh, based on a square grid, that has each square made into triangles, to give more rounded shapes . .

Describe the feature / enhancement and how it helps to overcome the problem or limitation

Right now, the generated NavMesh looks really weird and, it works really well, but I was thinking, having an option to make a NavMesh, like above, would be a nice option, or second option . . . I don't like the current NavMesh, it's all kinds of random and, one has very little control over the generation, after it's generated except, to move some sliders and, hope it works . . .

Was hoping this could be a different, more ' geeky ' version, of NavMesh, also it might be faster to calculate fastest route, as it's sort-of a between tiles-calculation . . Thx . . .

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Add an option to generate a NavMesh like above, it's more ordered and, I think, appealing, to work with or, so Thx . . . .

If this enhancement will not be used often, can it be worked around with a few lines of script?

Well, I can't do this, was thinking the path-finding algorhitm might be easier, and so faster and, it looks like it could give almost same result, as current NavMesh, esp. if one could add extra detail, or remove it, to optimize it or, so . . . .

Is there a reason why this should be core and not an add-on in the asset library?

Well, not sure, it's a suggestion, that's all . . . .

charlesmlamb commented 3 years ago

Sorry, one could also add details, by replacing some grids, with eight-divided squares, bas. giving a nice NavMesh, that looks nice, and logical from above and, one could simple add more details, in some areas . . .

2021-08-30 1532

I'd like some a bit more, well logical and, ' structured ', right now the, current NavMesh generated is confusing, or so . . . .

Or, one could replace a certain square, with say a reference, to a circle, or so . . .

Not sure, it's an idea . . . . .

mrjustaguy commented 3 years ago

Honestly, I don't see the point in something like this, especially as an integrated feature, when the current one is ok