Paint Navigation Mesh on Terrain in Godot

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  • เผยแพร่เมื่อ 14 ม.ค. 2025

ความคิดเห็น • 20

  • @AgnisNeZvers
    @AgnisNeZvers ปีที่แล้ว +1

    You keep blowing my mind with each update!
    Your ideas are realy amazing for user experience. I can't imagine a better approach than painting to create data faster for something that needs runtime execution.
    Skywind team would need to see this, because they still are struggling to create navigation meshes.

    • @mohsenzare2511
      @mohsenzare2511  ปีที่แล้ว +1

      Thanks man for your support
      I followed Skywind a while ago and it is a really great project which I hope I can see its lunch some day
      I don't know how they implement navigation system, but I hope this idea will help them somehow

  • @inculetbogdan
    @inculetbogdan ปีที่แล้ว +3

    dude, this is GREAT

  • @deathsyrup
    @deathsyrup ปีที่แล้ว

    This is the one. This is revolutionary

  • @vishnuviswanathan4763
    @vishnuviswanathan4763 ปีที่แล้ว

    very nice update

  • @saul8510
    @saul8510 ปีที่แล้ว

    Keep going!!

  • @dueddel
    @dueddel ปีที่แล้ว

    Indeed really cool! 👍

  • @smorty3573
    @smorty3573 ปีที่แล้ว +1

    That is really useful. Being able to manually exclude areas for navigation mesh baking is really good.
    On an unrelated note, can you test, if your MTerrain works on GL compatibility rendering mode? I'm having some difficulties to run it on older hardware, so It'd be nice of you to test that (so that I can tell if my machine is just too old, or your system is not made to be used in compatibility mode).

    • @mohsenzare2511
      @mohsenzare2511  ปีที่แล้ว

      I don't think there will be a problem with that, I think it will work, But I will test to make sure about that

  • @BloodPact
    @BloodPact ปีที่แล้ว

    amazing

  • @hhoney7
    @hhoney7 ปีที่แล้ว

    sweet! (:

  • @林峰-d4m
    @林峰-d4m ปีที่แล้ว