{"id":100,"date":"2013-07-18T09:14:26","date_gmt":"2013-07-18T09:14:26","guid":{"rendered":"http:\/\/ramonoliva.byethost31.com\/?page_id=100"},"modified":"2020-10-21T17:32:54","modified_gmt":"2020-10-21T17:32:54","slug":"2011-mig","status":"publish","type":"page","link":"http:\/\/ramonoliva.com\/index.php\/2011-mig\/","title":{"rendered":"Automatic Generation of Suboptimal NavMeshes"},"content":{"rendered":"<h1 style=\"text-align: justify;\">Abstract<\/h1>\n<hr>\n<p style=\"text-align: justify;\">Most current games perform navigation in virtual environments&nbsp;through A* for path finding combined with a local movement algorithm.&nbsp;Navigation Meshes are the most popular approach to combine path finding with&nbsp;local movement. This paper presents a new Automatic Navigation Mesh&nbsp;Generator (ANavMG) that subdivides any polygon representing the&nbsp;environment, with or without holes, into a suboptimal number of convex cells&nbsp;where local movement algorithms can be applied without deadlocks. We&nbsp;introduce the concept of convex relaxation to further reduce the number of cells&nbsp;depending on the flexibility of the local movement algorithm. Finally we show&nbsp;results of the ANavMG and its application to a multi player game.<\/p>\n<h1 style=\"text-align: justify;\">Media<\/h1>\n<hr>\n<p style=\"text-align: center;\"><iframe src=\"http:\/\/player.vimeo.com\/video\/70564777\" height=\"375\" width=\"500\" allowfullscreen=\"\" frameborder=\"0\"><\/iframe><\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/vimeo.com\/70564777\">Automatic Generation of Suboptimal NavMeshes<\/a> from <a href=\"http:\/\/vimeo.com\/user19610316\">Ramon Oliva<\/a> on <a href=\"https:\/\/vimeo.com\">Vimeo<\/a>.<\/p>\n<p style=\"text-align: left;\"><a href=\"https:\/\/www.dropbox.com\/s\/752q39e4gkwgx1p\/2011-MIG.pdf\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" class=\"alignnone size-full wp-image-321\" alt=\"download-paper\" src=\"https:\/\/dl.dropboxusercontent.com\/u\/3524612\/Website%20Images\/Buttons\/download-paper.png\" width=\"250\" height=\"75\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abstract Most current games perform navigation in virtual environments&nbsp;through A* for path finding combined with a local movement algorithm.&nbsp;Navigation Meshes are the most popular approach to combine path finding with&nbsp;local movement. This paper presents a new Automatic Navigation Mesh&nbsp;Generator (ANavMG) that subdivides any polygon representing the&nbsp;environment, with or without holes, into a suboptimal number of &hellip;<br \/><a href=\"http:\/\/ramonoliva.com\/index.php\/2011-mig\/\" class=\"more-link pen_button pen_element_default pen_icon_arrow_double\">Seguir leyendo <span class=\"screen-reader-text\">Automatic Generation of Suboptimal NavMeshes<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":10,"comment_status":"closed","ping_status":"open","template":"full-width-page.php","meta":[],"_links":{"self":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/100"}],"collection":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/comments?post=100"}],"version-history":[{"count":1,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/100\/revisions"}],"predecessor-version":[{"id":515,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/100\/revisions\/515"}],"wp:attachment":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/media?parent=100"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}