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Post by theDemolisher13 on Jun 27, 2018 11:33:48 GMT
Hi Rob I remember you saying how much of a pain it was to have the net mesh map be so precise indoors will still being broad enough to work for the outdoor areas. So I was wondering how many net mesh maps did you use for each map?
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Post by Rob on Jun 27, 2018 13:42:44 GMT
Do you mean for the first game? I used 1 big one for per map.
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Post by theDemolisher13 on Jun 27, 2018 15:38:19 GMT
Do you mean for the first game? I used 1 big one for per map. Yes I do mean the first game sorry for the confusion.
Ah ok hmm Rob just a thought but did you think about making to net mesh maps for the base and one for the world then layering them the base map on top of the world map. Meaning we have our world map and as player build their base a new base map is made and expands as the base does. Then we have the AI path finding use both net maps but prioritize the base map only when the AI is near any bases else use the world map by default.
Edit: I mean it does sound complex but I feel like once this system is put in place it would remove a lot of headaches for everyone including yourself.
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Post by Rob on Jun 27, 2018 20:44:30 GMT
Just had a test in unity and im afraid it doesnt support multi detailed navigation meshes without baking them into the objects but that requires having navmesh links which cause a whole world of issues.
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Post by theDemolisher13 on Jun 27, 2018 22:47:59 GMT
Just had a test in unity and im afraid it doesnt support multi detailed navigation meshes without baking them into the objects but that requires having navmesh links which cause a whole world of issues. Well at least it was worth a try. Thanks for looking into that Rob.
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