Hello,
I have a small question about this product. Is it possible to use that on a 4x4 km real world based terrain for detailed pathfinding on a whole map ? What type of graph is best for this use ?
Thanks
M.
Hello,
I have a small question about this product. Is it possible to use that on a 4x4 km real world based terrain for detailed pathfinding on a whole map ? What type of graph is best for this use ?
Thanks
M.
Yes that is possible, the best graph to use is a recast graph.
Make sure you enable tiling on it to avoid excessive memory usage during calculation (for worlds that large, not using tiling could end up using a huge amount of memory, enabling tiling will reduce it significantly).
Hello,
thank you so much for your answer. Now we have some other problems. We need to develop a navigation system for roads for our RTS style game. Cars should follow lanes and prefer roads rather than rural roads and normal terrain. How is that possible with only one graph ? On the other hand which solution do you recomend for this project ?
Thanks
Marduk
Hi
@Marduk
That is unfortunately hard to do with a recast graph.
Using a grid graph I would have recommended that you use tags (see docs) to make cars prefer roads using tag specific penalties.
Maybe you could add second point graph which covers the road network, that might work if the cars are only allowed to run on roads.
Hello,
the best solution for us seems to be a recast graph with other navmesh graph that covers our road network. But how can we link them together? Is this even possible ?
Thanks
M.
Hi
Linking recast graphs is best done in a way so that you use a tiled recast graph and load each tile on demand instead. There is an api for loading tiles on demand, however I am afraid it is very undocumented at the moment since I was only expecting to use it internally, but since I wrote it a number of people have had cases for where it applies.
This thread might be of help: http://arongranberg.com/vanillaforums/discussion/comment/4929/#Comment_4929