Hello,
Firstly i would like to thank for making recast available.
I am using recast for soon to be released IOS/Android game.
Alright here is my issue and details:
World bounds - (-5000.0,-71,-5000.0) to (5000.0,71,5000.0)
What you see in the screen shots is 2049 x 2049 height map (scaled to 5 times)
1 unit - approx 1m
Right now with those parameters in screen shot i have 1600 tiles for world(tile size 256)
Total recast data amounts to around - 3mb
Questions
1> I have reserved atleast 5 mb of space for recast(so memory is not a constraint) , is it a really a signification performance problem if all tiles are loaded in nav mesh memory as compared to only load local tiles (around a radius of player) ?
2> I am getting some wierd large triangles when generating nav mesh(it seems to be related to the parameters i have used). i do not seem to have issues with it atm since the triangles are where the mesh reaches unwalkable areas. will this cause some serious path finding issues?
Thanks and regards,
Ganaboy