#NavMesh baking

1 messages · Page 1 of 1 (latest)

hexed sorrel
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How do i bake a navmesh with dots/physics shapes?

thick sandal
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that's a pretty broad question 😄

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do you mean like, unitys built in navmesh i guess?

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do you need bake it at runtime (dynamic world)

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or is baking it in editor fine?

hexed sorrel
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baking in editor

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but i only have physica shapes not the mb colliders

thick sandal
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unity's navmesh baking can use meshrenderers (by default if I recall correctly)

hexed sorrel
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but i have only physics shapes. is it possible?

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It is for a game server without renderers

hexed sorrel
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I can write a code to convert physics shape to colliders, bake on code then convert bake

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does it makes sense?

deft grove
hexed sorrel
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and use NavMeshBuilder

thick sandal
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i don't use unity navmesh anymore but it should be somewhat of a decent place to start

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thick sandal
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yeah i've had one for ages

thick sandal
hexed sorrel
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Is it grid based?

thick sandal
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i do use navmesh

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i just have my own implementation

hexed sorrel
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Why not unity navmesh?>

thick sandal
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it doesn't do what i want (i can't get data out)

hexed sorrel
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I see

thick sandal
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and i just have a lot more control

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and a lot more settings

hexed sorrel
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Is your navmesh grid based or triangle based?

thick sandal
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its the same backend that unity uses

hexed sorrel
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recast?

thick sandal
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yes

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i just have my own wrapper for jobs

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and i'm slowly porting chunks at a time to burst

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my (variation of) detour is mostly done

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i barely rely on any native code for that

hexed sorrel
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I see

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This looks cool and a lot of work

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Combat keeps the player engaged as they explore my game, so I improved how the enemy interacts with the player and their environment. This tweak made combat so fun that a tester spent over an hour repeatedly fighting a handful of enemies. At this point I knew I had an engaging combat system!

Howdy, and welcome to the 12th indie game devlog for ...

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thick sandal
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its been a huge amount of work

hexed sorrel
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contextual steering behaviours

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for local avoidance

thick sandal
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i have a full implementation of ORCA

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it handles like 250,000 units

hexed sorrel
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what is ORCA?

thick sandal
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(commonly called RVO2 after the original RVO)

hexed sorrel
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You need to work for unity

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to speedup dots 😅

thick sandal
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from start of last year

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it's improved a lot since then

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and i've integrated it with my navmesh now

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so the VOs have awareness of the edge of world

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(this was primary reason i rolled my own navmesh)

hexed sorrel
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what is the hardware for this test?

thick sandal
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3900X

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so a pretty ok cpu

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1060gtx though

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i am much more gpu capped

hexed sorrel
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yeah, but a better server than this is not expensive

thick sandal
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its barely taking anytime to process this

hexed sorrel
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i`m more interested in high performance server than client

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Are you using rival C.C?

thick sandal
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no

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i don't use any third party libraries

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this is my navmesh (it's zoomed out so a lot of LOD has kicked in to hide stuff)

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and this is the data i really wanted

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proper windings on edges

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so i can pass all these lines into my avoidance simulation

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so it doesn't 'avoid' out of bounds

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pretty sweet

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recorded this earlier today )video quality is really shit was trying to keep it small for a non-upgraded server) but i just spent 4 days rewriting how agents query and follow paths

hexed sorrel
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Why does your navmesh looks square?

thick sandal
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the coloured boxes?

hexed sorrel
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Your game looks cool

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yeah

thick sandal
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those are each individual tile in the navmesh

hexed sorrel
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I see

thick sandal
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this way if i make a change i only need to update that tile

hexed sorrel
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even at runtime?

thick sandal
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yes

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this is only generated at runtime

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i haven't bothered with any pre-baked implementation

hexed sorrel
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I see

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Your game looks like mine

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Is it like v-rising too?

thick sandal
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none of this is really a game

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i mostly just work on libraries

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(and ive been working on this stuff long before v-rising was announced =D)

hexed sorrel
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Nice, this looks super cool

thick sandal
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cant take any credit for the graphics

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just an asset store scene i liked the look of and thought would be good for testing

night badge
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👀 I want ur full dots navigation solution. Sadly looks like official dun have plan to implement it yet

hexed sorrel
thick sandal
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you can use them via that experimental api

hexed sorrel
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there is experimental API, but it does not have the same features as tertle one

thick sandal
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it just takes a bit of manipulation

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hexed sorrel
night badge
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Meaning it's completely pure dots server that dun have any unity engine api dependency

hexed sorrel
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Ok, i see

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the tiny project?

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hexed sorrel