tag:blogger.com,1999:blog-1272803659321539598.post8123131474533200247..comments2024-03-28T00:38:03.399-07:00Comments on Digesting Duck: Layers in DetourMikko Mononenhttp://www.blogger.com/profile/11900996590678707801noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-1272803659321539598.post-60855009139093028422021-05-30T16:16:13.686-07:002021-05-30T16:16:13.686-07:00google 324
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google...<a href="https://www.allrecipes.com/cook/29308572/" rel="nofollow">google 324</a><br /><a href="https://seller.ae/user/profile/414128" rel="nofollow">google 325</a><br /><a href="https://www.treasury.gov/cgi-bin/redirect.cgi/?https://femalepoison08.doodlekit.com/blog/entry/14139576/4814852852469724932451060539445064049436-46024-4638445716-4816948277-" rel="nofollow">google 326</a><br /><a href="https://vuf.minagricultura.gov.co/Lists/Informacin%20Servicios%20Web/DispForm.aspx?ID=12525" rel="nofollow">google 327</a><br /><a href="http://pandora.nla.gov.au/external.html?link=https://blogfreely.net/familyfuel54/onrainbakaraeseo-don-ddaneun-bangbeob" rel="nofollow">google 328</a><br /><a href="https://www.misterpoll.com/users/owlbottle140" rel="nofollow">google 329</a><br /><a href="http://sc.devb.gov.hk/TuniS/blogfreely.net/familyfuel54/onrainbakaraeseo-don-ddaneun-bangbeob" rel="nofollow">google 330</a>adminhttps://www.blogger.com/profile/13328975220076167046noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-40857377080093015262011-03-14T09:25:08.815-07:002011-03-14T09:25:08.815-07:00This is the reason why we're sticking to exact...This is the reason why we're sticking to exact ground representation in Golaem Path, we need the data for animation.<br />But there's a tradeoff in memory footprint and the perfs.Clodérichttps://www.blogger.com/profile/14317773944696952700noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-60899755864396881412011-03-14T08:41:15.793-07:002011-03-14T08:41:15.793-07:00It is not going to be as accurate as something you...It is not going to be as accurate as something you would get from physics raycasts, but it is more accurate than the detail mesh that is stored in the current recast implementation.<br /><br />Definitely not AAA FPS quality.Mikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-21133817096204732912011-03-14T08:25:06.689-07:002011-03-14T08:25:06.689-07:00Are your heightfield precise enough to avoid artif...Are your heightfield precise enough to avoid artifacts when used for foot planting ?Clodérichttps://www.blogger.com/profile/14317773944696952700noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-27833568879613669282011-03-14T05:15:43.726-07:002011-03-14T05:15:43.726-07:00@btolputt, ok :)
@YAY, that is one potential solu...@btolputt, ok :)<br /><br />@YAY, that is one potential solution. The problem with that is how to store the heighfield in such case?<br /><br />Keeping all the tiles uncompressed is too memory consuming. But maybe some kind of cache of currently used layers could work and evict them if not used recently. Or maybe some other format which is much more compressed than the heighfield, like, a triangle mesh... ;)<br /><br />Anyways, it needs further testing. For example animated character foot planting could benefit from the heightfield data since it can also describe high frequency detail (i.e. discontinuities like stairs). I'm currently trying to get the layer stuff up to the par of the existing solution and then see if it could be improved.Mikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-64981419748522367612011-03-14T04:36:41.238-07:002011-03-14T04:36:41.238-07:00Why do you need a special detail mesh? Wouldn'...Why do you need a special detail mesh? Wouldn't it be possible to simply map the query-position on the 2D grids?YAYhttps://www.blogger.com/profile/04242291781994146761noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-8493609236379376792011-03-14T03:46:15.573-07:002011-03-14T03:46:15.573-07:00Yes, it was mainly the top right case that tweaked...Yes, it was mainly the top right case that tweaked my "hang on a second" reflex. I'll wait until you're finished then before making stupid remarks about the WIP :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-6892484102437041602011-03-14T00:13:59.500-07:002011-03-14T00:13:59.500-07:00Yes and no :) The navmesh polys are about the same...Yes and no :) The navmesh polys are about the same, there are a couple of extra vertices thought. So the data that is used for most of the operations is about the same.<br /><br />What is most different in the above picture is that the detail mesh is missing. Detail mesh captures the height differences on those curved surfaces. The way the detail mesh is currently build is too time consuming for regenerating tiles quickly, but I have an idea how to improve the heigh accuracy and still keep the process really fast.Mikko Mononenhttps://www.blogger.com/profile/11900996590678707801noreply@blogger.comtag:blogger.com,1999:blog-1272803659321539598.post-27440388623609905552011-03-13T23:54:39.674-07:002011-03-13T23:54:39.674-07:00Looking quite promising, Mikko. Is it my imaginati...Looking quite promising, Mikko. Is it my imagination or is the resulting navmesh alot more "coarse" coming out of this?Anonymousnoreply@blogger.com