Hey there, couple of questions pertaining to recast graphs…
I’m aiming to create an open world game with 3d procedural terrain. From the other forum posts it sounds like Recast Graphs are the only way to go for large worlds, however I’m also hoping to enable castle building (with AI navigable walls), which will require adding to the nav mesh during runtime.
The docs say “Recast graphs can only be recalculated a whole tile at a time”, but I can’t find out too much about these tiles.
So my question relates to the control of the tile size / how well recast graphs can be pieced together? If I except buildings that add to the nav mesh to be built in a particular area, can I call that one smaller tile then use larger tiles for the rest of the world?
The docs also discuss “Rasterization resolution has a great effect on the time it takes to generate a recast graph…”.
Can I have a higher resolution in one tile than another?
I suppose on reflection, I’m mainly asking about sparse recast graphs that require adding navigable terrain to one region frequently.
Thanks!