Digesting Duck
Blog about game AI and prototyping
Thursday, August 20, 2009
Navmesh Height Accuracy pt. 5
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So fitting the detail mesh into the tiled preprocess was not as painless as I hoped. The problem is that the detail mesh requires the edges ...
3 comments:
Recast Settings Uncovered
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Some folks have been wondering what is the meaning behind some of the Recast generation settings. Here's a quick primer how to derive t...
Sunday, August 16, 2009
Height Detail Mesh Progress
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I made some good progress over the weekend. I rewrote the code a couple of times and now it starts to be acceptable. I changed my crappy ver...
Wednesday, August 12, 2009
Navmesh Height Accuracy pt. 3
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Third time the charm, I guess. Whilst the subdivision based method worked well, I was not too happy about the memory usage and how complicat...
Tuesday, August 11, 2009
Recast and Detour Discussion
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I just added a Google group for Recast and Detour questions, feedback and other discussion. You are of course welcome to comment on the blog...
1 comment:
Sunday, August 9, 2009
Navmesh Height Accuracy pt. 2
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The heightmap texture idea turned out to be a lot more complicated than I expected. It works fine with dense texture data, but totally break...
7 comments:
Friday, July 31, 2009
Navmesh Height Accuracy
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I have spent some time recently to research different methods to improve the height accuracy of the navigation meshes. I had four ideas how ...
6 comments:
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