A GDC talk excerpt from Apex Legends developers explains how they used navmesh to solve NPC/agent navigation problems. They describe navmesh as a collection of 2D convex polygons defining traversable areas, connected in a graph. Their specific challenge was navmesh generating inside solid objects (like rocks). Their solution: start from a safe position after navmesh generation, walk the entire connected navmesh graph, then delete any unvisited (disconnected) islands. This flood-fill cleanup approach worked well given Apex Legends' requirement that all navmesh be fully connected.
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