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I think what was happening is the Navmesh was just a lower resolution than your terrain, so when hills were present, sometimes the mesh would cut underground between points. It turns out with a bit of tweaking of the settings, a higher resolution begins matching up with your terrain. I'm using the "RecastGraph" which generates a navmesh at runtime (also allows cutting and regeneration of new meshes at runtime).
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I bet an AI plugin could be sold, or offered as a separate package and be EXTREMELY successful.Įllandar, thank you so much! Looking forward to your shots.Ĭlick to expand.I took a deeper look into this, after you mentioned the collision mesh. If Cubiquity had this feature, it would be a major selling point for new developers. I don't recommend buying it for serious commercial use. Poor quality hit detection with the player rig.Ĭubiquity is clearly the best choice.
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No block mode, Really BAD documentation, really shaky generating. The TeraVol voxel engine is extremely lacking for my needs though. There is no NavMesh that I can see, it seems to make the path nodes dynamically when it generates the terrain, or the user alters the terrain. I bought it as a novelty, and saw that the path finding REALLY works well. It is no where near as nice of voxel engine as cubiquity, but one thing it does have is A* buildt right into the terrain system somehow. There is another product here called TeraVol. Among other things I am using the A* middleware as well.
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