Comments (3)
Yuka does not yet support automatic navigation mesh generation.
I have used Blender in the past to generate navigation meshes from the imported geometry. Unfortunately, this feature as well as the entire game engine was deprecated with 2.8. So you have to use a version < 2.8.
If you don't want to fallback to earlier Blender versions, you can still create the navigation mesh's geometry by hand.
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THX, I found Unity use https://github.com/recastnavigation/recastnavigation to generate the navMesh, Maybe I can try to compile it by using WebAssembly.
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Would be interesting to see if this works 👍 .
However, the long term goal is to write a simple nav mesh generator with JS from scratch. We just did not have the bandwidth so far to start with this task.
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Related Issues (20)
- WanderBehavior within Navmesh HOT 2
- Efficient way to find an intersection HOT 2
- jsdoc contradiction to code in GameEntity HOT 16
- Steering handling in `Vehicle.update()` ignores `GameEntity.maxTurnRate` HOT 4
- how to judge arriveBehave over HOT 1
- how to set initial mesh HOT 1
- Request: Pathfinding 3D HOT 4
- Yuka and Babylon.js HOT 5
- Building navmesh HOT 2
- Question: Best Practices HOT 2
- Question: NavMesh HOT 8
- Non-terminating while loop HOT 5
- Is there any way to add obstacles dynamically on a 2D grid? HOT 3
- Building with webpack and es6 modules HOT 5
- SteerBehavior - Vehicle facing the wrong direction HOT 3
- NavMeshLoader for Typescript throw reference error for fetch HOT 1
- need explanation for this formula HOT 4
- YUKA findPath is not detecting any collisions in Babylon.js HOT 3
- Pursuit Behavor duplicate gltf model HOT 3
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