Automatically Generated NavMesh

Also implemented recently was a NavMesh which is generated at runtime. Each individual tile and room that is in the dungeon defines a “walkable area” that I then stitch together at runtime right after I instantiate the dungeon itself. This is pretty quick to generate and is highly performant at runtime.

I’ve ramped the brightness and contrast up to hopefully make this clearer to see:
navMesh

Advertisements

2 thoughts on “Automatically Generated NavMesh

  1. The Unity standard NavMesh stuff is a baked solution, so it’s obviously not appropriate for procedural content which is generated at runtime.

    In light of this I use a third party solution, specifically Aron Granberg’s Pathfinding pack: http://arongranberg.com/astar/ The Pro version including an implementation of Recast. I don’t however put all geometry through the Recast generator, instead I have very specific areas I define (typically planes) that define the walkable area – this makes it a lot “cleaner” as per the image above.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s