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Tetrad
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user1430
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I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are freely placed (not snapped to grid), rotated and scaled, which means that using a grid based A* is going to be a little complicated.

For example, how would I know a grid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but is rotated and scaled such that it is still blocking the way?

I could check for the middle pixel of the grid tile to see if it contains any of the nearby objects color data, but it still wouldn't be all that accurate and occasionally enemies could get stuck in between objects.

Thanks a lot in advance! I have been trying to get my head around it for some time now.

I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are freely placed (not snapped to grid), rotated and scaled, which means that using a grid based A* is going to be a little complicated.

For example, how would I know a grid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but is rotated and scaled such that it is still blocking the way?

I could check for the middle pixel of the grid tile to see if it contains any of the nearby objects color data, but it still wouldn't be all that accurate and occasionally enemies could get stuck in between objects.

Thanks a lot in advance! I have been trying to get my head around it for some time now.

I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are freely placed (not snapped to grid), rotated and scaled, which means that using a grid based A* is going to be a little complicated.

For example, how would I know a grid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but is rotated and scaled such that it is still blocking the way?

I could check for the middle pixel of the grid tile to see if it contains any of the nearby objects color data, but it still wouldn't be all that accurate and occasionally enemies could get stuck in between objects.

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Jaanus Varus
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I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel basedfreely placed (not snapped to grid), not tile basedrotated and have associated data with them such as scale, rotationscaled, origin etcwhich means that using a grid based A* is going to be a little complicated.

I will obviously need some vertex data being generated from my world objectsFor example, maybe create a polygon generation from color data?how would I could createknow a colormap with objects for my whole mapgrid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but I have no idea how to begin creating nav mesh polygons.is rotated and scaled such that it is still blocking the way?

How would an actual navigation mesh generation look like with this kindI could check for the middle pixel of available information? Can anyone maybe pointthe grid tile to some great resources? I have looked into some 3D nav mesh toolssee if it contains any of the nearby objects color data, but they seem kind of overly complex for my situationit still wouldn't be all that accurate and also have a lot of their req data available from modelsoccasionally enemies could get stuck in between objects.

Thanks a lot in advance! I have been trying to get my head around it for some time now.

I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are pixel based, not tile based and have associated data with them such as scale, rotation, origin etc.

I will obviously need some vertex data being generated from my world objects, maybe create a polygon generation from color data? I could create a colormap with objects for my whole map, but I have no idea how to begin creating nav mesh polygons.

How would an actual navigation mesh generation look like with this kind of available information? Can anyone maybe point to some great resources? I have looked into some 3D nav mesh tools, but they seem kind of overly complex for my situation and also have a lot of their req data available from models.

Thanks a lot in advance! I have been trying to get my head around it for some time now.

I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.

I am working on a 2D top down rpg map. The world is static, meaning there is no requirement for dynamic runtime mesh generation. My world objects are freely placed (not snapped to grid), rotated and scaled, which means that using a grid based A* is going to be a little complicated.

For example, how would I know a grid tile contains a collidable object? Lets say that object is actually located on the tile next to this, but is rotated and scaled such that it is still blocking the way?

I could check for the middle pixel of the grid tile to see if it contains any of the nearby objects color data, but it still wouldn't be all that accurate and occasionally enemies could get stuck in between objects.

Thanks a lot in advance! I have been trying to get my head around it for some time now.

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Jaanus Varus
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