Pathfinding & decisions · 3 / 10
Navigation Mesh / NavMesh
歩ける面の集合から移動経路を求める。
Compare in motion
Interactive model
歩くキャラ
AReference
歩行可能領域を無視する
BNavigation Mesh / NavMesh100%
立体の歩行可能領域で経路を探せる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 面の連結を探索 → 通れる面を渡る。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 歩くキャラ
1. Start
歩行可能な面がある
2. Change
面の連結を探索
3. Result
通れる面を渡る
How it works
1. Input
歩ける面の集合
2. Process
面をつないで探索
3. Result
通れる領域の経路
Further reading
Red Blob Games — A* Introduction ↗A general reference for this subcategory.