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O-san

Member Since 19 Apr 2007
Offline Last Active Jul 16 2015 07:28 AM

#4868969 Recast Navigation

Posted by O-san on 04 October 2011 - 07:15 AM

Sorry for the late reply, I had this problem also, found no tutorials or anything. My best tip is to read through the example code, I found it not so difficult once I got started. Look through Sample_StatMeshSimple.cpp especially the function bool Sample_StatMeshSimple::handleBuild(), it is quite well commentated.

I build my nav mesh from a waveobj memory buffer instead of an actual file. I generate this buffer from my geometry. I then load the buffer using the existing methods rcMeshLoaderObj::addVertex rcMeshLoaderObj::addTriangle. The resulting mesh needs to have it's bounds calculated before the nav mesh can be built from it:

rcCalcBounds(mMesh->getVerts(), mMesh->getVertCount(), mMeshBMin, mMeshBMax);

Lastly I build the navigation mesh using my own handleBuild function which is quite similar to Sample_StatMeshSimple::handleBuild().


#4793817 Title screen tutorial

Posted by O-san on 03 April 2011 - 07:46 AM

Hello, thought I'd share my workflow used when drawing a title screen for one of my games. Find the tutorial here. Comments are appreciated.

The final picture:
Posted Image


#4689096 how much map to load?

Posted by O-san on 09 August 2010 - 02:44 AM

It seems like a difficult design by default. I would download the entire map or a VERY large chunk of it at the beginning and spend more bandwidth on other mechanics (player movement, bullets...).

I can imagine it will be difficult to get a good direction in which to preload tiles too. Players have a tendency to make quick turns and other odd movements when in battle. If this was to happen on the edge where new data is to be loaded it might become difficult to calculate the correct direction. It might be a better idea to preload tiles around the player in a 3x3 pattern.

What is the data that is going to be sent, only resource id's or unique graphic files too?


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