swordlegend / recastnavigation

Automatically exported from code.google.com/p/recastnavigation
zlib License
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Recast can't create navmesh for big files #215

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Create 2gb wavefront .obj mesh
2. Try to load into recast

What is the expected output? What do you see instead?
First of all it can't alloc a buffer but I was trying to overcome this by 
reading a one line of obj instead of full file to buffer.
Then std::bad_aloc exepction is thrown in addTriangle or addVertex in 
MeshLoaderObj which is btw not catched by Recast same as in first alloc in 
load(filename). 

What version of the product are you using? On what operating system?
Window 7 64x, current Recast version.

Please provide any additional information below.
Shouldn't Recast&Detour use special class for storing vertices & indices data 
instead of array of floats? 

Btw I have no idea how can I generate nav mesh for 2gb file then use it.

Original issue reported on code.google.com by nere...@gmail.com on 17 Sep 2012 at 5:15

GoogleCodeExporter commented 9 years ago
Recast will not support spatial queries like this, you should roll your own. If 
you have really big worlds, you have solved this problem already, just hook the 
Recast tiled process to your own query and you're done!

Original comment by memono...@gmail.com on 17 Sep 2012 at 5:57

GoogleCodeExporter commented 9 years ago
Well, I actually compiled recast as 64 bit then loaded whole 2gb mesh and now 
navmesh is generating, about 3 hours left for default settings. Recast is using 
lots of memory to load & createTriChunks etc. I wonder how big navmesh file 
will be.

Original comment by nere...@gmail.com on 18 Sep 2012 at 1:32

GoogleCodeExporter commented 9 years ago

Original comment by memono...@gmail.com on 16 Sep 2013 at 7:11

GoogleCodeExporter commented 9 years ago
Finally, I've compiled recast and others libs to create navmesh in x64 and used 
optimized settings to create navmesh for map over 3gb and it's working 
perfectly.
Navmesh file is about 100mb big :) Amazing how fast and accurate are generated 
paths :)
Now I wonder what will be performance when using temp obstacles.

Original comment by nere...@gmail.com on 16 Sep 2013 at 8:34