Original Post
Greetings I'm doing some research into how to implement pathfinding and I'm now stuck on generating info that can be used by a pathfinder for large and complex meshes. Imagine having a large/huge mesh, a city, or a cave, something large and full of complex objects. How would you design a system to generate pathfinding information for something like that? Traditional node-based approaches are not very reliable, as the geometry is way too complex. A Navigation Mesh approach seems the way to go, but generating this mesh is pretty hard, as generating it by simplification of the map mesh produces a too complex nav-mesh. Any ideas? Thanks in advance, Rui Casais