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Friday Progress Report 223

Remaking the navmeshes manually has allowed us to create preferential pathing, our navmeshes now have differential weights on the roads and paths making NPC pathing algorithms to prefer them.



The full navmesh is not done yet, as the navmesh pieces from the buildings are not fully integrated with the terrain navmeshes yet, but it should be done this week. The region/room system has also been improved to work on the new navmesh and this should solve our problems with pathfinding algorithms giving up on long travels by splitting the journey into several smaller pieces.

On the npc interaction front my brother enabled the old npc interaction system he had started, and is now improving it to be good enough for launch, it needs an UI overhaul, which I will work on after I finish the navmesh.