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Implement a grunt task to take obj files and turn them into tilecache files. #178

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LiamKarlMitchell opened this issue Aug 26, 2015 · 0 comments

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@LiamKarlMitchell
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We have made some obj's that can be found in the navigation_mesh archive on the fruit salad branch here.
https://github.com/LiamKarlMitchell/InfiniteSky/blob/InfiniteSky_FruitSalad/FruitSalad/Data/navigation_mesh.rar

Recast JS

A Javascript library to handle navigation meshes, in nodejs and the browser.

It embeds an Emscripten-compiled bundle of the RecastDetour navigation c++ library
https://github.com/vincent/recast.js

Recast's API can be found here but there are some undocumented things.
https://github.com/vincent/recast.js/wiki/API

Part 1:
The grunt task should be able to make a tilecache from the obj's some example code is here.
https://github.com/vincent/recast.js/blob/f.load.save/tools/make-tilecache

Please see other grunt tasks for an example on how to code the task skeleton.

// this may be required
npm install -g grunt-cli

For talks on navmesh caching/saving see
vincent/recast.js#9

If interested, nav obj's were created first with a script to dump them from WM then a program to limit the polys.
https://docs.google.com/document/d/1TLX8mAcPRLdz4WIq_lkbNQckFZxQG-KLsaIV8wr-CxU/edit

Part 2:

Create a test script that will load a navmesh tile and get some coords / paths from A to B.
Would be cool if this can be shown/proven with their browser demo but not a requirement. (Or just draw the path with line tool in some 3D package to verify and put a screen shot here)

Part 3 would be making a grunt task to generate the OBJ from the games WM files. Ane has a script somewhere to help (i have it too but can't remember where I put it sigh it will be in my downloads folder somewhere i guess)

Part 4: would be configuring actor settings for monster sizes. (Different radius should not go over a gap that is too small etc)

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