I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
How would you path plan a volume for a game? For example a 1 km cube with tunnels and caverns. Also the terrain is destructible. You have walking and flying modes. I would separate it into phases. ...