Navigation / navmesh issues
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- C++
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Description
Hi @luboslenco,
As I understand haxerecast binds to recastnavigation/recast.js, but only a few features are used currently.
Would be nice to be able to have the following also:
- NavAgents to be able to avoid each other based on setting on/off (crowds in recastnavigation?)
- Be able to add static and dynamic/moving collision boxes to a collision layer which is avoided by the NavAgents (temp obstacles in recastnavigation? perhaps temp obstacles are only static?)
With these two features navigation would become very usable.
Kind Regards,
Martin
Contributor guide
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Research direction
Start by tracing haxerecast's current bindings to recastnavigation/recast.js and identify how navigation agents are represented. Compare the requested agent avoidance and static or dynamic obstacle behavior with the corresponding crowd and temporary-obstacle APIs. Done would require defined behavior and tests for both features, but the issue does not name specific files or tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100