How the collision system of The Witness was engineered to completely prevent entire classes of bugs normally found in game engines of its type: https://www.youtube.com/watch?v=YE8MVNMzpbo … (Restored version of my 2018 talk, since the convention lost the audio from the original)
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Replying to @cmuratori
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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Replying to @totallytroy @cmuratori
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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Casey outlines the upsides pretty well in his video but the downsides are that the process is expensive if you wanted to do pathfinding (not a requirement in the witness) and scales linearly with a big multiplier for multiple agents.
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I think the meta-takeaway here is: solve the actual problem you have, don’t just assume navmeshes are the solution to everything. A lot of the issues he shows at the start are physics-driven controlers w/ a navmesh that doesn’t match collision geom close enough for 1st person
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Replying to @grahamboree @totallytroy
The Witness also has fast pathfinding for the iOS version - IIRC it was built from this system by just asking it for regions off-line and then simplifying them to build a "navmesh". I had nothing to do with that part, though.
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But IMO this is the best of both worlds. You can always build fast pathfinding approximations from this system by running it off-line if you want, but for anything else, you can run it on-line and have all the benefits (no precomp, arbitrary moving geometry, etc.)
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