I want to understand how navmeshes work, how to implement them and why it is better than other types of pathing systems.
It is same as waypoint pathfinding, only instead of way-points you have way-polygons and You can infer few things about navimesh from it:
Generally they are used with some kind of enhanced A* algorithm (takes into account jump or fly links for 3D pathfinding). In that way it isn't really a different system than anything else, its more a way of generating a normal pathfinding network directly from high-poly (well, relatively speaking) environment or terrain. For whatever reason we call them beacons here, but the idea is the same, some kind of automated process runs on each map and produces a simple set of connections that can have A* run on them in a reasonable time-frames. If you tried pathfinding against the raw underlying data it would be too slow for a game because of the density of the mesh.
protected by Community♦ Sep 5 at 20:14
Thank you for your interest in this question.
Because it has attracted low-quality answers, posting an answer now requires 10 reputation on this site.
Would you like to answer one of these unanswered questions instead?