polyanya
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Pathfinding using Polyanya
Hi! Recently did a small test to measure the performance and got very surprising results. (on aurora merged) ``` Average time per 1000 runs per 34707 verts: 336ms 231us 70ns...
I'm was getting errornous behaviour if error if obstacles overlap all of the initial outer boundary of the Polyana::Triangulation. This resulted in an empty navmesh, because the merge_obstacle function has/had...
When creating a mesh file using `PolyanyaFile` it creates the file _mostly_ to spec but doesn't include the polygon neighbours as [defined here](https://github.com/vleue/polyanya/blob/255c4572085392d1a9ed97d4180af62059d53b81/meshes/format.txt#L58). Using the same example, instead of the...
It's not uncommon to have units of different sizes, and you might have areas of the navmesh that are accessible to smaller units but not larger units. Ideally there'd be...
I have multiple meshes that represents the various wall/barrier tiles in my tilemap. Currently, polyanya only accepts one mesh that represents the entire map. It would be nice if we...
It would be nice to support non-uniform cost pathfinding. For instance, agents would be able to avoid crossing water or other difficult terrain. I don't know much about the algorithm...
For 2D pathfinding, the current `Path` type works fine, but if you want to do 3D pathfinding (with multiple overlapping floors etc.), the current interface is insufficient. In particular, I'm...
create a mesh format: * fast and easy to load * that can store all baking and optimisations already done Polyanya should be able to read and write this format
possible solution from recast: steps 3 to 5 of https://9631ec60-a-62cb3a1a-s-sites.googlegroups.com/site/recastnavigation/MikkoMononen_RecastSlides.pdf * watershed partitioning to find regions * contour the regions to get polygons * triangulate the polygons to get a...
* Bridge Multilayer navmesh is really useful. * Teleporter Unity3d 'NavMeshLink' alternative.