Today I worked on the prototype navmesh for the game. Most 3d games use a navigation mesh, it's easier to store data about where you can walk in a mesh than in text arrays, the mesh can also be edited easier than rewriting an array. Unfortunately with a random dungeon the different sections have separate navigation meshes, and in Blender you can't merge the meshes. So in this project I'm using the meshes to generate the list of walkable tiles and then they will be deleted and the data will be kept as an array. I'll be using simple neighbor checking to create a graph that can then be used with A* pathfinding. It's all very old fashioned, but for me it's interesting to use these methods because it allows me to understand what's going on at a very basic level. I don't really expect to improve on modern AI but I can find what's good for my project and leave what I don't need. Here's the walkmesh: You can see the red areas are walkable,...
A blog about my various game dev projects.