vleue / vleue_navigator Goto Github PK
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License: Apache License 2.0
Home Page: https://vleue.github.io/vleue_navigator/
License: Apache License 2.0
➜ Bevy Engine git clone [email protected]:vleue/bevy_pathmesh.git
Cloning into 'bevy_pathmesh'...
remote: Enumerating objects: 154, done.
remote: Counting objects: 100% (154/154), done.
remote: Compressing objects: 100% (62/62), done.
remote: Total 154 (delta 63), reused 141 (delta 52), pack-reused 0
Receiving objects: 100% (154/154), 318.01 KiB | 37.00 KiB/s, done.
Resolving deltas: 100% (63/63), done.
➜ Bevy Engine cd bevy_pathmesh
➜ bevy_pathmesh git:(main) cargo run example --plane
error: a bin target must be available for `cargo run`
➜ bevy_pathmesh git:(main) cargo --version
cargo 1.64.0-nightly (d8d30a753 2022-07-19)
Since they can no longer be modified after the PathMesh
creation anyways, might as well bake them on creation.
Seeing as, in my opinion, the project is quite usable as-is, what do you think about releasing it? :)
Any plans to merge the https://github.com/vleue/bevy_pathmesh/tree/interactive branch?
The library is quite hard to use right now because of the custom format. Many users will probably want to instead simply import a GLTF.
https://docs.rs/bevy_pathmesh says "The requested crate does not exist"
I suggest adding a higher level API under a feature that would automatically tile the world and generate the navigation meshes automatically from meshes or rapier colliders for entities with special marker-component. And when any new object spawns / despawns it regenerates the navigation mesh for the affected tile.
Similar API is provided by https://github.com/TheGrimsey/oxidized_navigation. It's useful for games with dynamic worlds.
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