Cel Navmesh testing for Planeshift

Anders Reggestad <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAMhTDXA2vAx12kBPUQE6NPtAHEufSN==y9JRU_4OQciRSeY52A@mail.gmail.com>
Hi,

I was just testing the cel navmesh both in cel_ai bransh and the cel. I
really hope for a new and improved version that we can include in
Planeshift. Last time I generated the navmesh the computer used more than a
day. For the NPCs in PS the most critical error in current system is the
portal crossing issue that has been mention earlier in this list. In effect
currently the Planeshift NPCs are limited to movement within each sector.

When running navmeshtest I notices that the DebugAgents behave different in
the two versions. In the cel_ai bransh the other end seams to disappear
after marking a new end/start point for the path. Seams to be a issue
regarding memory management of the meshes used to draw the DebugAgents.

Since there are a number of interface changes I did not try to integrate
the new version into PlaneShift to check for performance increases yet.
Though if the portal crossing issue should be resolved it would be very
interesting to test.

Really looking forward to see a complete version of the Navmesh system.
Keep up the good work :)

-Anders

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