For Navigation Meshes, I thought in my previous post to use Recast. However, the documentation is...nonexistent. Unfortunately, there was little in the way to increase understanding of navigation mesh creation nor using another library to abstract the process. I have brainstormed for most of the day on how to go about it, but am currently coming up blank and have not found many useful resources online. That said, I am still in the making of creating a navigation mesh from a set bounding space, with each triangle represented with a random color for debug viewing. So far I managed to create Mesh objects from scratch for each triangle as they are created, but I am still figuring out the collision process and have come up with debug rendering in the least.
In the future, I will see what I can do to create a map of triangles that cover the entire main surface while not drawing all triangles that intersect with any world objects in the scene. Bullet should help with its raycasting usage at this point.
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