#NavMesh baking
1 messages · Page 1 of 1 (latest)
that's a pretty broad question 😄
do you mean like, unitys built in navmesh i guess?
do you need bake it at runtime (dynamic world)
or is baking it in editor fine?
unity's navmesh baking can use meshrenderers (by default if I recall correctly)
but i have only physics shapes. is it possible?
It is for a game server without renderers
I can write a code to convert physics shape to colliders, bake on code then convert bake
does it makes sense?
you dont have to create colliders from shapes. you can create navmeshbuildsources from PhysicsShapes
from code?
and use NavMeshBuilder
i wrote a post how to do this like 3.5 years ago
https://forum.unity.com/threads/navmeshsurface-updatenavmesh-with-a-entity.766148/#post-5110340
Hello Guys,
i want to use the NagAgents in ECS therefore i used this github: https://github.com/zulfajuniadi/unity-ecs-navmesh
The Problem is that i...
i don't use unity navmesh anymore but it should be somewhat of a decent place to start
Wow. Are u working on full pure dots navigation solution?
yeah i've had one for ages
#archived-dots message
i've shown it off multiple times. even have it streaming over network in netcode
Why don`t you use NavMesh?
Is it grid based?
Why not unity navmesh?>
it doesn't do what i want (i can't get data out)
I see
Is your navmesh grid based or triangle based?
its the same backend that unity uses
recast?
yes
i just have my own wrapper for jobs
and i'm slowly porting chunks at a time to burst
my (variation of) detour is mostly done
i barely rely on any native code for that
I see
This looks cool and a lot of work
i plan to use https://www.youtube.com/watch?v=6BrZryMz-ac&t=279s
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 ...
its been a huge amount of work
what is ORCA?
We present a formal approach to reciprocal collision avoidance, where multiple independent mobile robots or agents need to avoid collisions with each other without communication among agents while moving in a common workspace. Our formulation, optimal reciprocal collision avoidance (ORCA), provides sufficient conditions for collision-free motion...
(commonly called RVO2 after the original RVO)
from start of last year
it's improved a lot since then
and i've integrated it with my navmesh now
so the VOs have awareness of the edge of world
(this was primary reason i rolled my own navmesh)
what is the hardware for this test?
yeah, but a better server than this is not expensive
its barely taking anytime to process this
i`m more interested in high performance server than client
Are you using rival C.C?
no
i don't use any third party libraries
this is my navmesh (it's zoomed out so a lot of LOD has kicked in to hide stuff)
and this is the data i really wanted
proper windings on edges
so i can pass all these lines into my avoidance simulation
so it doesn't 'avoid' out of bounds
pretty sweet
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
Why does your navmesh looks square?
the coloured boxes?
those are each individual tile in the navmesh
I see
this way if i make a change i only need to update that tile
even at runtime?
yes
this is only generated at runtime
i haven't bothered with any pre-baked implementation
none of this is really a game
i mostly just work on libraries
(and ive been working on this stuff long before v-rising was announced =D)
Nice, this looks super cool
cant take any credit for the graphics
just an asset store scene i liked the look of and thought would be good for testing
👀 I want ur full dots navigation solution. Sadly looks like official dun have plan to implement it yet
I use the same asset lol
don`t unity navmesh works with dots?
you can use them via that experimental api
there is experimental API, but it does not have the same features as tertle one
it just takes a bit of manipulation
Yes but in future if I want to build pure dots server maybe it's not possible 🥲
i`m building pure dots server. What do you mean?
Meaning it's completely pure dots server that dun have any unity engine api dependency
Ya. Initially official doing this for project tiny. Not sure when they will continue the development again
@thick sandal which grass texture do you use here