Timeline for How does Navigation Mesh path-finding work?
Current License: CC BY-SA 2.5
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 23, 2010 at 4:52 | comment | added | coderanger | A set of neighboring polygons is still a graph just like a set waypoints and you can do A* on it in the same way. The only difference is once you know which polygons you are going to move through you draw the lines differently. | |
| Jul 23, 2010 at 4:32 | comment | added | Fire | I don't think local versus global navigation is relevant here. | |
| Jul 23, 2010 at 4:17 | comment | added | Fire | A simple set of connections isn't a navmesh is it? I thought it was called navmesh because you do pathing on polygons. | |
| Jul 23, 2010 at 3:58 | comment | added | coderanger | The simplified graph lets you do long-distance pathing, short range is usually handled another way. It looks like Valve's system uses the mesh data for both, just in different ways (supernode routing vs. local constraints). | |
| Jul 23, 2010 at 3:12 | comment | added | Fire | Isn't this a waypoint graph except done on a simplifed mesh? I thought navmeshes allow you to do pathing on polygon. | |
| Jul 23, 2010 at 2:47 | history | answered | coderanger | CC BY-SA 2.5 |