The article you're talking about didn't show how to use a navigation
mesh at all; it only mentioned it in passing, as an alternative to
the model-based approach used there. So I'm still unclear about
what you're doing here. But to some degree, this is a matter of
semantics; you could consider a triangle mesh to be a crude
navigation mesh, I suppose.
Oh, I see; the triangle mesh is just a simpler, less useful version
of the convex polygon mesh, and has more limitations because of its
uniform shape?
The current Renegades code uses a mesh of convex polygons; this can
be considerably more efficient for some (pretty typical) kinds of
levels. But the math is almost the same in either case.
Is the code for Renegades currently open source? If so, where might I find it?
thanks,
Joe Raffanti
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