Learn how to turn a complex poly soup of triangles representing your game world into a simple but accurate mesh representation that you can use for navigation. The topics include voxelizing the polygons efficiently, ways to partition the voxels into areas, then turning these areas into triangle or convex polygons. Mikko demonstrates some real-world examples of his algorithm at work, and discuss possible improvements and extensions.
Navigation Mesh Generation via Voxelization and Watershed Partitioning
Mikko Mononen on March 3, 2009
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