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This repository was archived by the owner on Nov 13, 2023. It is now read-only.
This repository was archived by the owner on Nov 13, 2023. It is now read-only.

[Question] Suitability For 2D Navmesh Generation #33

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@zicklag

I have a use-case where I need to generate a 2D navigation mesh for a non-voxel game. Currently I have a mesh that looks like this ( pardon the green line and paused icon ):

image

The issue I have is that the navigation mesh is way higher resolution than it needs to be. Those great swaths of terain with no obstacles in them are represented by many more triangles than necessary.

I noticed in your voxel meshing example, the example seems to optimize the mesh properly for the areas that are solid surfaces, not using more triangles than necessary:

image

Looking at the greedy_quads algorithm, though, it only takes a 3D voxel array.

Do you think this is a proper use-case for building-blocks and if so, do you think we could make the greedy_quads function generic over 2D and 3D or else make a 2D version? Or is there a simple way for me to convert my 2D data to 3D before feeding it to greedy quads, andthen only taking the quads that I want out of it to get a 2D surface?

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