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gamedev:navigation [2012/12/03 23:40] dragonlordgamedev:navigation [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>ai navigation pathfinding}}
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-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **Navigation System**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Navigation System**
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 +====== Exporting ======
 +<WRAP box 250px right :en>{{ :gamedev:blender3d:object_navspacetype.png?200 |Navigation Space Type property}}<WRAP centeralign>Navigation Space Type property</WRAP></WRAP>
 +The Blender export scripts provide support to export Mesh objects as Drag[en]gine Navigation Spaces. To mark an object as a navigation space for exporting use the Nav-Space Type property in the Object panel. Only objects with a value other than None are exported in the appropriate format.
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 +<WRAP box 250px right :en>{{ :gamedev:blender3d:material_navtype.png?200 |Material Navigation Type property}}<WRAP centeralign>Material Navigation Type property</WRAP></WRAP>
 +For Mesh and Volume type navigation spaces the Cost type can be defined using the Material each face belongs to. For this use the Navigation Type property in the Material panel. The control provides a soft range from 0 to 10 for quick editing but you can enter any positive integer value including 0.
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 +For Edges and points as used for Grid navigation spaces it is a bit more complicated due to the nature of how Blender handles custom properties. You have to use Vertex Groups for this to work. Create for each navigation type a single vertex group in the object.
 +<WRAP center round important 80%>Since vertex groups are half-model half-object data the custom data is attached to the object. Reusing a mesh hence does not take over these values as they stick to individual objects. If you want to copy the data duplicate the object.</WRAP>
 +<WRAP box 250px right :en>{{ :gamedev:blender3d:vertexgroup_navtype1.png?200 |Vertex Group Nav-Type}}<WRAP centeralign>Vertex Group Nav-Type</WRAP></WRAP>
 +Once created you can now set the navigation type to use for edges and vertices belonging to a certain vertex group. For this use the Drag[en]gine Vertex Group sub panel in the Mesh Data panel. This shows the navigation data for the active vertex group. If no data has been set yet a button is shown to create the data. Once set the sub panel switches allowing you to set the navigation type the the same way as with materials. Once set you can assign edges and vertices to vertex groups. For a an edge the first vertex group is picked both end point vertices belong to. Hence make sure only one such vertex group fulfills this requirement or the result is undefined.
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 ====== Steering and Collision Avoidance ====== ====== Steering and Collision Avoidance ======
 The navigation system provides you only with the path to take along the world. After this task navigation typically consists also of the process of **steering** and **collision avoidance**. These tasks though depend heavily on the game in question and are thus not provided by the AI Module. This is though not a problem since the Physics Module provides you already with collision detection to implement your steering and collision avoidance of choice. The navigation system provides you only with the path to take along the world. After this task navigation typically consists also of the process of **steering** and **collision avoidance**. These tasks though depend heavily on the game in question and are thus not provided by the AI Module. This is though not a problem since the Physics Module provides you already with collision detection to implement your steering and collision avoidance of choice.
gamedev/navigation.1354578045.txt.gz · Last modified: 2012/12/03 23:40 by dragonlord