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Recast navmesh integrated...
http://horde3d.org/forums/viewtopic.php?f=4&t=930
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Author:  zoombapup [ 26.08.2009, 13:56 ]
Post subject:  Recast navmesh integrated...

It really is fantastic stuff from Mikko Mononen (one of the AI guys from Crytek/Crisis).

You can find recast (navmesh library) at http://code.google.com/p/recastnavigation/

Ignore the horrible colouring of the navmesh. I've got my renderstates in a mess right now :)

Image

Author:  marciano [ 26.08.2009, 22:06 ]
Post subject:  Re: Recast navmesh integrated...

I always enjoy seeing your progress. Even that simple screenshot looks cool! :)

Author:  SpOOky [ 31.08.2009, 19:53 ]
Post subject:  Re: Recast navmesh integrated...

looking sweet, have you thought about making a tutorial for this?

Author:  zoombapup [ 31.08.2009, 20:40 ]
Post subject:  Re: Recast navmesh integrated...

Hmm, a tutorial is a bit redundant really. Recast comes with a really good demo app that has all the code you need. Plus my implentation is very much built around my engine. I just reimplemented Recasts sample demo grabbing the data out of the Horde mesh, after Nicolas explained how to access the vertex/face data. It really is just about a cut and paste job. My biggest hurdle once I got the mesh stuff working has been integrating the paths in my component system, which wouldnt get you very far.

On the upside, I took a video: http://tinyurl.com/mdcgsx

Author:  SpOOky [ 31.08.2009, 20:45 ]
Post subject:  Re: Recast navmesh integrated...

i understand.

was the navmesh generated before h3d was initialized, or have you found a way to upload custom geometry to the engine?

Author:  zoombapup [ 31.08.2009, 20:49 ]
Post subject:  Re: Recast navmesh integrated...

No, unfortunately I cant load the navmesh unless the geometry resource is attached to a node. But I can load it, read the data, then remove it from the scene straight away. So I did that. At some point I might add a method to save out the navmesh once its been generated (takes maybe a second or two to generate a large mesh). My plan is to have dynamic generation though, because I want building placement on the fly.

But hey, I can live with static navmesh for my test environment for the moment. Plus it looks kind of funky :)

Author:  zoombapup [ 31.08.2009, 22:21 ]
Post subject:  Re: Recast navmesh integrated...

Updated the video with a more complete navpath display (got my GL prims wrong). Added red endpoint for debugging the paths. Now to fix the string pulling!!! :)

Author:  DDd [ 15.09.2009, 20:15 ]
Post subject:  Re: Recast navmesh integrated...

Yep Mikko's work is really going to make open source games allot smarter, not only that but some of the algorithms did not have an open source implementation. It is a big step forward, no doubt.

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