
Triangulation
Over the past few weeks, I’ve been focused on continuing my work with navigation meshes. After implementing features in the editor to create polygons, the next major step was triangulating those polygons. This is important to placing obstacles and later merging them into convex polygons. I will be using my previous algorithm to make holes in the triangulated polygons, representing obstacles. You can check out the details of that process in my previous post. ...


