Hi,
I'm making a multiplayer game with detour doing the pathfinding on the server side. I wanted to add some procedural map generation to my game and was wondering what the best approach would be for implementing dynamic navmeshes on the server. Or whether this is a good idea at all.
Currently rooms get attached to each other during the map generation and are often rotated.
I was wondering the best method to load the map pieces into recast/detour. At the moment I have a handful of rooms that are obj files that I need to clone, translate, and rotate to form the map. My first thought on loading the navmesh at the moment is to rotate and translate the vertices for each map piece on my end, add them to a rcMeshLoaderObj and then generate the navmesh for every map, possibly multiple times for each size of character. I'm not sure if this is a good idea to do on the server as it seems like a lot of memory used for every map. Can anyone advise if there is a method of doing this to save memory?
Another method I was thinking is to clone, translate, and rotate the navmesh instead of the actual mesh for each room and use a tile mesh or cache. Is there anything in recast/detour that will facilitate cloning, translating, and rotating a navmesh or would I need to roll this myself? Any advice how?