Implementing an automatic navigation mesh generation for 2d top down map?

Posted by J2V on Game Development See other posts from Game Development or by J2V
Published on 2012-10-28T21:15:58Z Indexed on 2012/10/28 23:23 UTC
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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 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.

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