The navigation-mesh tag has no wiki summary.
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2answers
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A* path finding for road network - data structure to represent directivity
I have been reading A* path finding to apply on a road like network structure. Most of the code I saw is about A* on tile based maps. There is a short description at Amit's page here about what I am ...
2
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1answer
101 views
How to predict future location of a Car in a Navigation Mesh based pathfinding system?
I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game.
I am trying to develop the AI for my cars now. The problem is how can I ...
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2answers
127 views
How can i use triangle picking to determine the exact location of a triangle in world space coordinates?
Im trying to implement point and click movement in my game, but at the moment im stumped about how i can select parts of a mesh for the player to walk to.
So what ive done is ive got a navigational ...
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problems with C# Port of Recast Detour Navigation Mesh for XNA, A* Pathing [closed]
Update 10/03
Ok, so i figured out the problem. C# is a funny old language..I changed
int navMeshCount = navMesh.GetPath(ref start, ref end, routePolys, navMeshRoute, false);
to
var ...
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0answers
190 views
NavMeshAgent in Unity giving jerky performance
I am using NavMeshAgent in my Unity project to calculate and move my object to a particular location.
When I do:
navMeshAgent.destination = destinationPt
the object starts moving, but the motion ...
1
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3answers
291 views
Making an AI walk on a NavigationMesh (2D/Top-Down game)
For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
2
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3answers
450 views
Implementing an automatic navigation mesh generation for 2d top down map?
I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.
I am working on a 2D top down rpg map. The ...
5
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2answers
363 views
How can I generate a navigation mesh for a tile grid?
I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway.
Say I have a grid of tiles, all of the same size, some traversable and some not. ...
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1answer
127 views
How can I locate empty space next to polygon regions?
Let's say I have the following area in a top-down map:
The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a ...
4
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3answers
1k views
How can I generate a 2d navigation mesh in a dynamic environment at runtime?
So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid ...
4
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1answer
227 views
How does an AI determine the bearing to follow within a nav mesh?
I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
12
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1answer
2k views
A* navigational mesh path finding
So I've been making this top down 2D java game in this framework called Greenfoot and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world ...
16
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6answers
635 views
Making the AI take different paths to each other
I have a top down 2d game where the AI spawn at the edges of the map and run towards the center.
I'm using A* and a node mesh to do the pathfinding.
Right now, the AI spawn at a point on the edge of ...
8
votes
1answer
609 views
What are the disadvantages and/or limitations of navigation meshes?
I have a lot of materials on navigation meshes, what they are, their advantages over graphs made up of waypoints, etc. However, I haven't seen much information regarding the limitations and the ...