I am working on a game with a large amount of terrain. In certain areas, there are stairs leading up to a platform (like a deck or into a house). I have figured that a recast graph would be the best way to go.
I am able to get the graph to work over the whole terrain or work with small enough cell sizes to include the stairs in the scan but I cannot get them both to work at once. For instance, to get the stairs to be included in the navmesh, I need to make the cell size around 0.1, but any cell size under 0.5 (when the graph spans the whole terrain) gives me way too many voxels and will crash my computer.
So I am wondering, how can I create a navmesh for the whole terrain without increasing the cell size?
Could I just create multiple recast graphs? I have tried this and the AI agents wont cross between graphs. Is there a way to move the AI agent between graphs when they are at the edge?
Could I increase the tile size? I know this wont decrease the voxels but maybe less chunks will stop my computer from crashing? I’m not sure but I don’t like doing hard restarts so I’ll wait to see if anyone knows if this is less intensive than smaller tile sizes.