revision 02
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@@ -108,10 +108,10 @@
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\addy{However, while a graph restricts the movement to edges and nodes, the mesh allows for a
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true continues movement.
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This is achieved by having the freedom to walk to any position, under the condition that it
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resides within a polygon.}
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resides within a polygon that is actually walkable from the starting position.}
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\add{Just as before, the navigation mesh can be \emph{automatically}
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generated from the building's floor plan, based on
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various algorithms \cite{navMeshAlg1, kallmann2010navigation}.
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various algorithms \cite{navMeshAlg1, kallmann2010navigation, van2011navigation}.
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}
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Using variably shaped/sized elements instead of rigid grid-cells
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@@ -138,8 +138,9 @@
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For the example of the rectangular room, two adjacent triangles are required to form
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a rectangular shape.
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However, using triangles, operations such as aforementioned contains-check, can now easily be performed,
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\eg{} by using barycentric coordinates, yielding noticeable speedups compared to polygons.
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}
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\eg{} by using barycentric coordinates, yielding noticeable speedups compared to polygons.}
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\addy{This approach has established itself especially in the field of computer game development for solving pathfinding problems.
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A popular open-source library for creating navigation meshes in C++ is Recast \cite{Recast}.}
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\newcommand{\turnNoise}{\mathcal{T}}
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\newcommand{\stepSize}{\mathcal{S}}
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