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Problemm with the creation for biger nav meshes


Go to solution Solved by Josh,

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Posted

Yeah, it will not work within the game it self. You can test it within the project i uploaded a few days ago. Even if you scale the coded version bigger then 8x8 it will not work anymore.

Posted

I added some more debugging messages and whenever I go over 8x8 I get errors that say "operation ran out of memory". This occurs no matter what I set tile resolution to...

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I think this is being caused by this strange calculation I needed for the creation parameters:

		//https://github.com/recastnavigation/recastnavigation/blob/ddaa361b0893ddc7602a3bd5c20ad2cfd0a8df7c/RecastDemo/Source/Sample_TileMesh.cpp#L254
		int tileBits = NavMesh::rcMin((int)NavMesh::ilog2(NavMesh::nextPow2(tw * th)), 14);
		if (tileBits > 14) tileBits = 14;
		int polyBits = 22 - tileBits;
		params.maxTiles = 1 << tileBits;
		params.maxPolys = 1 << polyBits;

 

My job is to make tools you love, with the features you want, and performance you can't live without.

  • Solution
Posted

In the process of explaining the problem I think I solved it. Update is incoming later today.

My job is to make tools you love, with the features you want, and performance you can't live without.

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