Navigation mesh
A navigation mesh, or navmesh, is an
Description
A navigation mesh is a collection of two-dimensional
Pathfinding within one of these polygons can be done trivially in a straight line because the polygon is convex and traversable. Pathfinding between polygons in the mesh can be done with one of the large number of
Representing traversable areas in a 2D-like form simplifies calculations that would otherwise need to be done in the "true" 3D environment, yet unlike a 2D grid it allows traversable areas that overlap above and below at different heights.[3] The polygons of various sizes and shapes in navigation meshes can represent arbitrary environments with greater accuracy than regular grids can.[4]
Creation
Navigation meshes can be created manually, automatically, or by some combination of the two. In video games, a
It is commonly assumed that the environment represented by a navmesh is static – it does not change over time – and thus the navmesh can be created
History
In robotics, using linked convex polygons in this manner has been called "meadow mapping",[1] coined in a 1986 technical report by Ronald C. Arkin.[7]
Navigation meshes in
Notes
- ^ a b Tozour 2002, p. 171.
- ^ Snook 2000, p. 294–295.
- ^ Snook 2000, p. 289.
- ^ Brand 2009, p. 4.
- ^ Brand 2009, p. 10.
- ^ van Toll, Cook IV & Geraerts 2012.
- ^ Arkin 1986.
- ^ Golodetz 2013.
- ^ van Waveren 2001, p. 24–46.
References
- Arkin, Ronald C. (1986). "Path Planning for a Vision-Based Autonomous Robot" (PDF) (Technical Report). University of Massachusetts.
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(help) - Brand, Sandy (2009). Efficient obstacle avoidance using autonomously generated navigation meshes (PDF) (Master thesis). Delft University of Technology. Retrieved 2015-06-09.
- Golodetz, Stuart (October 2013). "Automatic Navigation Mesh Generation in Configuration Space". Overload. 117. ACCU.
- Snook, Greg (2000). "Simplified 3D Movement and Pathfinding Using Navigation Meshes". In DeLoura, Mark (ed.). Game Programming Gems. Charles River Media. pp. 288–304. ISBN 1-58450-049-2.
- Tozour, Paul (2002). "Building a Near-Optimal Navigation Mesh". In Rabin, Steve (ed.). AI Game Programming Wisdom. Charles River Media. pp. 171–185. ISBN 1-58450-077-8.
- van Toll, Wouter G.; Cook IV, Atlas F.; Geraerts, Roland (2012). "A navigation mesh for dynamic environments" (PDF). Computer Animation and Virtual Worlds. 23 (6). John Wiley & Sons: 535–546. S2CID 2996937. Retrieved 2015-06-09.
- van Waveren, J.M.P. (2001-01-28). The Quake III Arena Bot (PDF) (M.Sc. thesis). Delft University of Technology.