Navmesh info…

Here is a short illustrated write-up explaining how navmeshes are generated per-tile in Zombox. The illustration also demonstrates how non axis-aligned obstacles are handled.

4 Responses to “Navmesh info…”

  1. AdamM07 says:

    Hey Tyson, just wondering what’s left to be implemented into Zombox. I am extremely exited for when this game is officially released! I even got a lot of my friends exited for it as well!

  2. topfries says:

    Cool stuff 🙂

  3. Llamageddon says:

    Hmm, the only thing I can think of that would improve the result would be merging points that are really close, when possible, though that would probably be of marginal benefit.

    I’ve got a question too, how do you make sure that the triangulation doesn’t generate lines inside of the objects? (not particularly experienced at this, sorry if it’s a stupid question x.x)

    Also, neat infographic, thanks.

    • Tyson Ibele says:


      The triangulation algorithm I’m using supports ‘holes’, which means you can define areas that do not get triangulated (in my case, it’s wherever there’s an obstacle)

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