Definitely helpful thank you! This is something I've been putting off dealing with and its great to see a straightforward workflow to encourage me. One thing I've had my eye out for but not noticed anyone doing yet is using geometry nodes to create navmeshes. It seems like a natural tool for it. Being able to let a controllable tool,in blender, route around your collision shapes over large outdoor meshes would be great. The other thought I had was whether some of the retopology tools would be useful for some of this tweaking. Cheers
You're welcome! And yeah absolutely, I hear you. I was thinking about retopology as I was doing it - it felt very similar. One other potential workflow would be to duplicate a chunk of the terrain mesh, use the remesh modifier, reposition some of the quads so that you can cut out the regions where your collisions are, then possibly unsubdivide (since it will be all quads anyways). You could then shrink-wrap back to the terrain surface if needed. Lots of good ways to do this.
Yeah that's what I was shooting for. Really we need an algorithm in Godot that picks an evenly distributed point within any of the triangles in the nav mesh. Or even better, allow use of a curve to modify the distribution of those points.
Does godot require the nav meshes to be triangulated? I would think as long as the mesh is made up of convex polygons it should do the job. And the larger the polygons the better
Good question. I don't know, but I do know that when you bake nav meshes in engine they get triangulated. My assumption is that it calculates using triangles. But I would agree, a large polygon would indicate a larger footprint for a character to be in, but I think the algorithm would get more complicated as compared with a triangle
Definitely helpful thank you! This is something I've been putting off dealing with and its great to see a straightforward workflow to encourage me.
One thing I've had my eye out for but not noticed anyone doing yet is using geometry nodes to create navmeshes. It seems like a natural tool for it.
Being able to let a controllable tool,in blender, route around your collision shapes over large outdoor meshes would be great.
The other thought I had was whether some of the retopology tools would be useful for some of this tweaking.
Cheers
You're welcome! And yeah absolutely, I hear you. I was thinking about retopology as I was doing it - it felt very similar. One other potential workflow would be to duplicate a chunk of the terrain mesh, use the remesh modifier, reposition some of the quads so that you can cut out the regions where your collisions are, then possibly unsubdivide (since it will be all quads anyways). You could then shrink-wrap back to the terrain surface if needed. Lots of good ways to do this.
Really appreciate this, thanks
Cool game, beavers are cool
Picking a random vertex seems like a great workaround
Yeah that's what I was shooting for. Really we need an algorithm in Godot that picks an evenly distributed point within any of the triangles in the nav mesh. Or even better, allow use of a curve to modify the distribution of those points.
Does godot require the nav meshes to be triangulated? I would think as long as the mesh is made up of convex polygons it should do the job. And the larger the polygons the better
Good question. I don't know, but I do know that when you bake nav meshes in engine they get triangulated. My assumption is that it calculates using triangles. But I would agree, a large polygon would indicate a larger footprint for a character to be in, but I think the algorithm would get more complicated as compared with a triangle