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Add support for Navigation Meshes #805

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davesmith00000 opened this issue Jan 9, 2025 · 0 comments
Open

Add support for Navigation Meshes #805

davesmith00000 opened this issue Jan 9, 2025 · 0 comments

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@davesmith00000
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Somewhat related to #804:

I think we need a way to define a 'nav mesh', which is a shape defining the space that can be travelled across (by a character or NPC).

How complicated this is, is open to interpretation and I think we could start with simple shapes, but I think the requirements are:

  1. Can somehow define the space (Arbitrary* | Grid | Hex?)
  2. Can define obstacles
  3. Can combine and convert those two things into a mesh of possible points (maybe reuse the Delaunay triangulation code?)
  4. Can use something like A* to find a good route through the points
  5. Can convert the points to WayPoints for use with Waypoints: Add functions for piecewise linear interpolation #804

(* Polygons you can move in freely. Do we need a way to connect polygons / nav meshes? Grid's and Hex grid would do this naturally I think.)

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