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I'm reviewing the viability of using polyanya for nav mesh generation and pathfinding across a map using procedurally generated terrain chunks. Assuming a singular NavMesh which uses layers to connect adjacent terrain chunks, the u8 layer index limit for stitching becomes an issue.
The chunking algorithm i've designed spawns / despawns adjacent terrain chunks around the characters as they traverse the map but this can lead to more than 255 layers.
Is there a reason for the u8 limit? Could this be increased?
Is there a better approach I could take to traverse separate nav meshes rather than attempting to stitch layers together?
Happy to submit a PR if they are welcome?
The text was updated successfully, but these errors were encountered:
I'm reviewing the viability of using polyanya for nav mesh generation and pathfinding across a map using procedurally generated terrain chunks. Assuming a singular NavMesh which uses layers to connect adjacent terrain chunks, the
u8
layer index limit for stitching becomes an issue.The chunking algorithm i've designed spawns / despawns adjacent terrain chunks around the characters as they traverse the map but this can lead to more than 255 layers.
Is there a reason for the
u8
limit? Could this be increased?Is there a better approach I could take to traverse separate nav meshes rather than attempting to stitch layers together?
Happy to submit a PR if they are welcome?
The text was updated successfully, but these errors were encountered: