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Magicavoxel lines upwards
Magicavoxel lines upwards













magicavoxel lines upwards

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).

magicavoxel lines upwards

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.

magicavoxel lines upwards

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.















Magicavoxel lines upwards