Topic: MRecast
Right. I have said repeatedly I don't have time to do it... but my curiosity got the better of me. I have begun
github
Right now, it does absolutely nothing. I've just made it all compile and link together into a plugin. I was considering breaking it into two separate plugins (MDetour for the nav-mesh and MRecast for the actual pathfinding, then in future maybe make a MAI that includes both, plus some standard AI stuff) but for now I'm just compiling it all into MRecast.
Before I go any further, I want to say that I still don't have a huge amount of time available right now, so I wouldn't usable results in the near future.
To make things go a bit quicker, it would be useful if people could perhaps provide some use cases for me. If possible that would be a Maratis project, with a level mesh and some sort of character. If I get a couple to work, I can add them to the project (with permission) as examples. Obviously the simple things will come first, but if I could also get some more advanced features then the plugin can (eventually) aim to accomodate them. Things such as doors and jump points.
Ideally, I'd like to be able to represent the nav mesh in some way in the editor, but I don't think there's any way (yet) to render specifically for the editor. There's also the fact that Detour will decimate the level mesh into a much simpler nav mesh. When running in the editor, it makes sense to do this on loading the level (causing a noticable loading time) however when published, ideally we'd want to load the navmesh, so I think I'm going to have to finally get around to extending the publishing system so we can build the navmesh during the publishing
Last edited by Nistur (2013-07-16 08:27:15)