01.01.2019, 05:46
I was thinking over this, I haven't looked too much into Col Andreas, but it seems to have stored collision objects as vectors and then rebuilds the polygons.
from that data you could possibly check which polygons have low z differences (surfaces) and create navigation meshes instead of using nodes.. actually just thinking this through that'd fail too seeing as a lot of objects just intersect with the floor.
well another idea which wouldn't work for tunnels would be to create a navigation mesh with the assistance of map andreas, but you'd have a bunch of broken areas with bridges which would have to be manually fixed, although with the help of nodes you could possibly automate patching some of them.
here's an idea I had for a simple side stepping algorithm with col andreas in mind, but it's hard to imagine anything beyond simple working seeing as it's like being in an unknown pitch black room with only a laser pointer to figure out where to go.
from that data you could possibly check which polygons have low z differences (surfaces) and create navigation meshes instead of using nodes.. actually just thinking this through that'd fail too seeing as a lot of objects just intersect with the floor.
well another idea which wouldn't work for tunnels would be to create a navigation mesh with the assistance of map andreas, but you'd have a bunch of broken areas with bridges which would have to be manually fixed, although with the help of nodes you could possibly automate patching some of them.
here's an idea I had for a simple side stepping algorithm with col andreas in mind, but it's hard to imagine anything beyond simple working seeing as it's like being in an unknown pitch black room with only a laser pointer to figure out where to go.