I was just going to tweet about this :) Really cool talk.
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This is still a good presentation. *eye twitch* Remember 2018 though? Gosh.
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Ah yes, the before times. Sometimes when I close my eyes I can almost remember what it felt like
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Such a great talk :)
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THANK YOU! I volume jacked the original 2 years ago. Learned a lot. Brilliant approach.
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Depending on the game a heightmap can also work (that of course adds precomp). I think Bioware's Aurora engine and its derivatives (KOTOR,Dragon Age,etc) use such a scheme with the drawback that there aren't overlapping areas (though i guess one can have multiple ranges per cell)
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I would suggest that Bioware games are not good examples of robust walk systems, as they are all riddled with player movement bugs (https://www.youtube.com/watch?v=iWfUPTSt9gE …, https://www.youtube.com/watch?v=vuoI1J-6kLY …, https://youtu.be/7IaPf6PJUaI?t=252 …, etc.)
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It really bothers me that most games have these issues, so when I played the witness, I really took notice of how it seemed to completely nail this problem. Fascinating to see how the solution is described.
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This reminds me of how Recast works and I think you can build a navmesh with this. A couple of neat differences I see: You don't have to do a distance transform or gen borders, then simplify. It would be seed base, so you wouldn't get polys you can't get to or inside geo. Cool.
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You could certainly make a navmesh with this approach, but it’s kinda missing the point IMO. Recast solves the general case optimizing for time (path queries) at the cost of space (mesh data). Casey’s approach is the opposite and doesn’t require a pre-computation step.
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