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Navigation mesh

Also said as Navmesh, Funnel algorithm

A set of flat polygons covering every place a character can walk. Search runs over the polygons rather than thousands of squares, and the route is then pulled tight round corners.

A grid wastes memory on open space, and paths on it turn in stiff right angles. A navmesh describes any shape of floor, including slopes and stairs, with far fewer nodes.

“Bake a navmesh with a 40 cm agent radius and mark doors as links, so guards take doors rather than trying to walk through the wall beside them.”

Mikko Mononen's open-source Recast builds navmeshes automatically from level geometry, and Unreal and Godot both use it. He also published the "simple stupid funnel" this toy uses.

A collision mesh says what is solid. A navmesh says where a character is allowed to stand, usually shrunk in from walls by the character's radius.

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