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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 |
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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