NavMesh Generation
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Tools Used:
- Visual Studio C++
- CMake
- Github
Overview:
In this project, I created a NavMesh system inside of my own Vulkan Engine.
To create this navmesh, I first voxelize the world, check on which voxels the AI can walk and then craft these walkable voxels into a node representation to allow for
A* Pathfinding to do its job.
These calculations had to be optimized for fast calculation, since the next step in this project is to add dynamic obstacles which can alter the navmesh at runtime.