Hey. I'm reading and digesting the code base today. Questions popped up.
Is there a good way to add in a post- RecastGraph build, so that I could potentially automatically detect places to add off mesh links (I assume I want to use something derived from NavLink2 so that they're included use RichPath).
Also... this one is hard to explain, but bear with...
NavLinks are just lines between graph nodes... So when an AI encouters it, it only picks one spot to start from, and one to end... the link has no "width". (Am I wrong about this?)
Is there any way to give a link "width", almost as if it's an extra face constructed between nav mesh edges? [Edit: Oh! NavLink3's are the ones that connect nodes as if they share an edge!!! OOOOOHHHHHH BABY!~][Edit2: Sadly, RichPathPart only implements NodeLink2, not 3. So... I will have to write something that does]
A good example would be a long ledge above the ground which can be climbed/dropped down from, from anywhere along the ledge.
I know I can always put a bunch of links along such a ledge, but this feels less true than a mesh patch. I believe Killzone 3 did this.
I'm not pretending it'd be easy, but, would there be a way to adjust the RecastGraph's mesh right after it's computed, so that I could identify edges, do some traces to check for reachability, and add in a nav-patch?
I guess I should start with this page, but extend from a RecastGraph/RecastGraphEditor and /waves hands/ somehow do a post process on the generated mesh?