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How do I dynamically create an initial DtVoxelFile / DtDynamicNavMesh? #87
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I added a link to the pasted code if you need additional context to answer this question easily. Thanks for whatever help you can find time to provide! ❤ |
If I understand correctly, the following code for Copy(), Load(), and Save() should be helpful:
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Okay, so I seem to have gotten normal behavior back again with the dynamic mesh, mostly by taking a look into said Copy function and the code that utilizes it - Here's the code now - And here are the default navigation parameters I used - This API definitely has very few guardrails and a lot of trial-and-error, tuning, and just plain luck was required to get it this far. Hopefully the code and settings I've linked to will help someone in the future! Since there's a lot more left to do, I'll leave this thread open for further questions as I proceed, then close when everything working. |
Here's the code I'm currently modifying in an attempt to go from using a static DtNavMesh to DtDynamicNavMesh (F#) -
https://github.com/bryanedds/Nu/blob/nav-dynamic/Nu/Nu/World/WorldScreen.fs#L458-L494
The issue appears to be that
rcBuilderResult.MeshDetail
is always null and thus I can't proceed.All of the example code I find merely loads the data from a file on disk but doesn't seem to show how to create that file on disk in the first place :) Here I'm just attempting to create the whole thing dynamically at runtime, but if using DtDynamicNavMesh means I have to go to disk temporarily, I'm willing to do that too. I just need to know how to get my initial static scene that I build in my custom engine's editor into a DtDynamicNavMesh. Currently I have no way to proceed other than reversing the intent from reading lots of Dotrecast and trial and error.
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