I am right now looking at the recast/detour library set. At first sight, I don't quite get the meaning of voxel mold.
Are there any illustrations for this?
Edited by lucky6969b, 09 May 2013 - 11:08 PM.
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Posted 09 May 2013 - 11:20 PM
It basically just means that they convert your polygonal mesh into a voxel representation of the same scene. They use a grid of blocks (voxels) instead of random triangles.
Posted 09 May 2013 - 11:52 PM
In basic terms, yes, in the same way that a 2D square is a pixel.
Using the technical definition, a pixel isn't actually a little 2D square, but it's a "sample point" in 2D space, and a voxel is a sample point in 3D space... but yes, calling it a 3D block in a grid of blocks is close enough to the truth
As with pixels, voxels can hold different kinds of data. e.g. you can have a 2D image that stores colours in the pixels, or you could have a black and white 2D image that represents areas that are solid or non-solid for collision detection.
The kind of voxels that you're talking about are basically a 3D grid of cubes, which are either solid or passable.
Posted 10 May 2013 - 02:03 AM
Now that I have the tiled mesh indicated in the picture. You see first that there are incomplete tiles/half tiles. Would that affect the way I program A*? or they can be treated as full tiles? I see there is a save button there, how would I use the tiled mesh data in the pathfinding? I mean are there any docs on it? There are also many triangular areas
Edited by lucky6969b, 10 May 2013 - 02:35 AM.