
Implementing Navigation Meshes
In my previous blog post, I explained what navigation meshes are and why they’re essential for my game. In this post, I’ll walk you through how I implemented this functionality in my game engine, breaking down the process step by step. Step 1: Creating Native Polygons The foundation of the navigation mesh is a set of “native” polygons that define all walkable areas in the game. I call them “native” because the mesh generation process relies on them. To create these polygons, I added tools to draw, edit, and save them within the engine. For now, this manual approach works well since the map is relatively small, but I’m considering automating this process in the future to handle larger or more complex maps. ...



