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Zan the Bonebreaker
Zan the Bonebreaker

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The Navmesh Issue

I remember the days when I used to make fun of modern games for requiring navigation meshes to work... and here I am now, suffering from bad karma.

Unfortunately, the current pipeline needed to create a hand-crafted level seems to be limited in regards to how much I can edit the navigation mesh...

So basically, I can generate it for the ENTIRE map at once, which also includes undesired parts like the top of the level geometry. Now, in order to solve this I have a few options:
a) Manually make the navmesh in Blender - extra dev time burden, but ultimately reliable;
b) Split the level in two different imports (one for navmesh and one for no-navmesh) - more automated but adds up to the already overly complicated level making pipeline;

c) Just leave it as it is - I am not yet sure of the implications of working with the messy auto-generated navmesh. Needs further investigation.

I don't think I can come up with an answer now, so this adds to the trials and errors of finding what works best for the game, but I figured I'd share the current state of affairs with you guys.

The Navmesh Issue

Comments

Yeah, that's what I'm thinking. Let's see the AI in action first, then decide.

Zan the Bonebreaker

It should be ignored due to the gaps but my gut tells me that leaving inaccessible navmesh will just lead to pathing bugs down the line, I guess you need to decide if its worth dealing with now or if it can be put off until later. I always found those sorts of decisions incredibly paralysing when I was making games. Good luck!

I've never had to work with navmesh, so I can't help you. Sorry.

Max


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