Comments (4)
I actually wrote a function to do this if it can be of any help.
I think that the output grid is far from optimal however.
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Sorry - I've been traveling, so slow to respond to issues this month. I'll look into this issue this week. Thanks for sharing that generate @SylvainBreton!
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sry, the link is dead following a merge request : here is a new one (once again far from optimal coding):
https://gitlab.com/eternal-twin/mush/mush/-/blob/develop/App/src/game/scenes/daedalusScene.ts
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A couple thoughts:
- I'd recommend checking out @SylvainBreton's example.
- If you are using a tilemap, or if your world can be represented on a grid, then you could try out the built-in navmesh/phaser3-navmesh API for generating the navmesh from a grid.
- Beyond that, you'll have to roll your own solution for now. There are JS decomposition libraries out (like poly2tri) there that implement different approaches, e.g. a good algorithm might be constrained delaunay triangulation. It sounds like you want to define a poly for your whole map, then use the obstacles to define holes and then feed it into a decomposition algorithm that supports holes.
- It's more tedious, but you can always generate meshes by hand via Tiled.
It's on the roadmap to support more navmesh generation techniques, but time has been limited. PRs welcome if you feel like contributing!
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