• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
sam101981

Finding Jump Conncetions for a Navigation Mesh

4 posts in this topic

Hi,

I'm interested in information about how to find jump connections between nodes of a navigation mesh and how to store them.

To find jump connection does not mean to test for free jump space, in my opinion it is more about, where should I look for possible jump connections. For example if there is a box on a plane so there are at least 5 nodes in the navigation mesh and if I just concentrate at one node from the plane and the node from the top of the box, there are jumps from the edges of the plane node and from the center of this node to the top of the box. Is it usefull to just look for jumps from edges of nodes to edges of other nodes or what are useful restrictions to look for jump connections?

One jump can be described as a parabel, which is defined by a strength and an angle. Is there a way to describe several jumps form a line to another line, if it is usefull to look for jump connections just between edges of the navigation mesh nodes?

I tried hard to find any solid papers or anything addressing this topic. I would really appreciate any reference to good resources on that topic, because i feel like i am missing something (like totally missing the magic search keyword [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img])
1

Share this post


Link to post
Share on other sites
Knowing that there actually are no documents on this topic would be just as satisfying for me :)

Is anybody adequately sure that there is no solid info about automatic jump point calculation out there?
0

Share this post


Link to post
Share on other sites
Check out [url="http://code.google.com/p/recastnavigation/"]Recast[/url]. In the editor tool they provide, you can specify different parameters that determine which places are jumpable and whatnot. Here's a quick [url="http://et1337.wordpress.com/2010/05/08/meshes-of-navigation/"]article[/url] I wrote that might be helpful if you choose to go this route.
2

Share this post


Link to post
Share on other sites
@slicer4evr
Thank you for your feedback! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
I think you are right about the two passes, the jump connection calculation should be done after the navigation-mesh/waypoint-graph generation, because it greatly benefits from the knowledge where a character is even able to move to.
The best i could find on practical implementation is what Mikko Mononen did for Killzone 3. He postet on his blog about it (where he also released the source code) and talked about his implementation at the Paris Game/AI Conference 2011. The Slides are available, but without the speech they are just hints about what he talked, i would love to hear that speech, probably very helpful for me.

Mikko's blog entry with source code:
[url="http://digestingduck.blogspot.de/2011/07/paris-gameai-conference-2011-slides-and.html"]http://digestingduck...slides-and.html[/url]

Slides:
[url="http://www.guerrilla-games.com/publications/"]http://www.guerrilla...m/publications/[/url]
[url="http://www.guerrilla-games.com/presentations/PGAIC11.pdf"]http://www.guerrilla...ons/PGAIC11.pdf[/url]

@et1337
Yeah, recast is amazing, already found it and the jump code from mikko. But thx anyways, recast totally deserves infinite google ranking points ;)
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0