Devlog #? Working with Navmeshes in Godot 4.2!
A Beaver's Tale (web demo) » Devlog
Spent some time this week working with Godot's Navigation Meshes and Agents. It's been a fun learning curve. There are some really nice tools for "baking" nav meshes, and I think the preferred order of operations would be:
- Grab a section of your terrain mesh and separate it out
- Make that mesh piece into a static mesh
- Add that as a child of a navigation region 3D
- Add any other static elements to that node
- Bake the nav mesh
The problem is that the baked mesh kinda sucks. You can't really control the boundary that well, and there are a lot of inefficient/skinny tris that are going to make computation inefficient.
My approach (as per usual ^_^) is to do it manually in Blender.
Check out the video to learn about how I did it!
Cheers
-M
A Beaver's Tale (web demo)
Live out the life of a Beaver! Swim in the river, build dams and make sure not to annoy your geese neighbours.
Status | In development |
Author | michaeljared |
Genre | Adventure, Puzzle |
Tags | Casual, Indie |
More posts
- Mobile/Browser Playtesting: Try out the life of a Beaver!Apr 28, 2024
- Tinkering with C++!Mar 23, 2024
- Timelapse: Goose modeling, texturing and animatingMar 06, 2024
- Available for Playtesting!Feb 29, 2024
- A Beaver's Tale: Devlog 002 - Programming actions!Feb 27, 2024
- A Beaver's Tale: Devlog 001 - Making StuffFeb 08, 2024
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