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:

      Hey,

      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)

Log in or Register

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>