Spherical Nav Mesh Generation

Spherical Nav Mesh Generation

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I'm currently working on a spherical navigation mesh generation for my next project.

The base idea is to use a icosahedron as start and triangulate it as long as a collision occurs.

To optimize the path finding the next step is to combine the triangles again as long as they form a convex shape. Because each shape knows its neighbour shape the path can be easily found using the A* algorithm.

Requirements:

  • The NPCs can move on three different altitudes on the sphere.
  • Some can use only the ground altitud value and move along the floor.
  • Other NPCs can fly and use three different altitude values.

Questions to answer:

  1. How far to combine triangles again without destroying the sphere navigation?
  2. How to smooth the path after it was found?
  3. Would it be better to use the voxel approach (for flat navigation generation) and reinterpret it for a spherical navigation?
  4. How to move grounded NPCs on the floor? - Project them to the sphere surface mesh and move along it?
  5. Problem is that the navigation mesh doesn't match the sphere floor mesh.

Spherical-Nav-Mesh-Astar.jpg

Spherical-Nav-Mesh-enemies.jpg

Spherical-Nav-Mesh-sphere.jpg

spherical-nav-mesh.jpg

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