Dungeon Nav Mesh
Author: Adam Stagg
For the procedural dungeons, a nav mesh needs to be created so that the AI can traverse the dungeon. There are a few ways to do this, but the initial way I thought of doing it was these steps.
1.) After the dungeon is generated, resize the nav mesh to the exact size of the dungeon
2.) Mark the entire dungeon as "dirty" area in the nav mesh to regenerate.
These steps would work, however there is currently a bug in Unreal Engine 5 where instanced static meshes do not affect nav meshes, and also the nav mesh has issues with generation on the fly.
To combat this, instead I made a giant floor that spans the entire possible area a dungeon could cover, and generate the nav mesh before hand. This does cause a few issues such as enemies trying to navigate to a point outside of the dungeon, as well as long load times when regenerating the mesh from placing objects into the scene, however because of the bug this is the only solution for now.
Luddite
Status | Released |
Author | Me Gusta Productions |
Genre | Adventure |
More posts
- CutscenesSep 22, 2022
- Balancing the enemiesSep 22, 2022
- Quest GamefeelSep 12, 2022
- Dungeon SpawnsSep 11, 2022
- Questing SystemsAug 24, 2022
- Adding Physics to our GameAug 19, 2022
- Questing backendAug 16, 2022
- Dungeon CorridorsJul 21, 2022
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