Wondering if anyone has used a navigation mesh with AI without doing the typical agent radius offsetting that is normally done. I know that it simplifies a lot to bake in the agent radius to the navmesh, but I'm experimenting with a navmesh representing the entire floor space without the offsetting. As you can probably imagine, this complicates certain aspects of it, so I'm looking for ideas if anyone has tried or done similar before.
Here's some screens to get an idea where I'm at with my tinkering. This is from one of many games my bot supports but it's a great testing ground for various A.I. stuff
The last picture shows the main obvious issue with not offsetting the navmesh by the agent radius. Basically I will need to modify the paths found through the navmesh to account for the agent radius some as part of building the result path. I'm wondering if anyone has some ideas about how you might address this. I'm not yet funnel pulling the path, though I plan to, and I'm tinkering now with modifying the path along the edge portal normal by the agent radius to try and compensate, but there are situations where that distance even can overshoot the size of an adjacent sector, so I'm looking for some ideas on perhaps how/when to optionally perform fixup in a more selective and robust manner.
Thanks in advance.
Edited by DrEvil, 06 May 2013 - 06:29 PM.