revision 02

This commit is contained in:
toni
2018-11-09 13:14:48 +01:00
parent 9df92684a7
commit e10bd24a4a
5 changed files with 49 additions and 11 deletions

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