swordlegend / recastnavigation

Automatically exported from code.google.com/p/recastnavigation
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Paths unnecessarily diverting to go through tile corners #82

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
1. Load a large scene (like this one: 
http://dl.dropbox.com/u/3236655/navmesh.zip )
2. Create a path with the start and end point many tiles apart

What is the expected output? What do you see instead?

I expect (and usually get) a very efficient path. However, occasionally it 
seems to get snagged on a corner like this: 
http://dl.dropbox.com/u/3236655/detourcorner/corner.jpg

What version of the product are you using? On what operating system?

I am using revision 164 of the SVN on Windows Vista 32-bit sp2.

Original issue reported on code.google.com by david20...@gmail.com on 27 May 2010 at 4:30

GoogleCodeExporter commented 9 years ago
Detour uses the polygon edge midpoints to find the shortest path on the graph of
polygons. This sometimes results paths you have withnessed.

There has been some discussions about that in the Recast googles groups. This 
thread
discusses one potential solution to the problem, which has worked for one user.

http://groups.google.com/group/recastnavigation/browse_thread/thread/6042d796e73
b1974

This is problem with pretty much all A* implementations on navmeshes. The 
property is
a bit more underlined when you have tiled mesh.

Original comment by memono...@gmail.com on 27 May 2010 at 6:15

GoogleCodeExporter commented 9 years ago
I'm closing this issue as WontFix. The behavior might get improved in future 
versions, but I don't have plans to fix it immediately. The above fix is 
relatively good for the time being.

Original comment by memono...@gmail.com on 8 Jul 2010 at 11:11