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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Creating a navigation mesh


Creating a navmesh utilizes all the fixed geometry within the sandbox. The C++ side of the navmesh generation takes care of representing the sandbox to the Recast library. Any SandboxObject instance with a mass of zero, which is a fixed object, will be used for the navmesh generation.

Note

Planes are excluded from navmesh generation, so make sure that the ground is represented by a mesh or box.

We see a navigation mesh in the following screenshot:

Configuring navigation meshes

Generating a navmesh requires some basic information about the type of agents that will use pathfinding with the mesh. By default, the sandbox will autopopulate navmesh configuration, unless overriding values are provided during the generation.

Passing overrides to Recast happens through a Lua table. The properties shown in the following code snippet are the default values that are used when generating a navmesh without passing any override values to Sandbox.CreateNavigationMesh:

local configuration...
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