Navigation mesh

Over the last few weeks I’ve been trying my hand at rigging up a basic navigation mesh for path finding. Using a navigation mesh should allow a more natural feel and responsiveness to character movement while moving through the map.

The general theory is quite straight forward, polygons are created on the walkable areas of the map and are linked together if they’re direct neighbors. The pathfinder then uses the edges of each polygon to navigate through the mesh.

The initial implementation of this is quite basic and only uses the centre points of each edge so the paths used still look like they’re on rails but I plan to update it so the whole area of the polygon is used.

The red lines in the examples below are the paths generated from the start to the end points, not elegant but a good start

Basic Navigation Mesh

Shadow Bug

Well it turns out that there was a major issue with the new shadows where they didn’t maintain the correct positions if the parent was moved. It was visible in the previous video as the parent was situated at 0,0.

A little annoying but glad it reared it’s ugly head sooner rather than later.

Onwards with pathfinding, currently working on a navigation mesh for path finding.

ZRPG September 2014

Its been a few months since any sort of update, mainly due to other commitments but I was also struggling with getting my head around how to tackle randomised building generation. At this point my plan of action is…. I don’t. I can get away with having a few different variations of each building which will do for now. In the future I could always  create an algorithm to make it completely random but that’ll be saved for another day.

A couple of days ago I began writing a separate prototype for the buildings which includes a new method for handling shadows. The new shadows can now work with any polygon which should work nicely with the effect I’ve got in mind for the game’s atmosphere.

Below shows the prototype in action, it achieves the effect I was after and only uses 162 triangles but this will likely multiply five fold once the textures are sorted out and extra elements like furniture are added.

I know the textures are ropey but it’s just a quick prototype to demo the progress. It’s also a good testbed for building related feature development.