navmesh tesselation is terrible when carving is applied

look at this mess



so an agent needs to go through tons and tons of triangles, even for small distances. No wonder agent ms shot through the roof
this is caused by carving which for some reason generates super dense mesh. There are algos out there to handle that sort of stuff and if navmesh is still alive (I think under new a dev) it would be quite good to see optimization of this sort.

In the meantime, I think it can be lowered if I can increase the number of the white square meshes


Do you guys know a way to control that?

hack fix: decrease the voxel size.

Pathfinding performance is still going to be very good. Even 20-30 polygons is not tons because of the way it works. Navmesh pathfinding uses polygon edges and traversing them is super fast. Plus it only does that on the start and end tiles, in between it’s navigating using tiles only. So the cost is very constrained even on large or sub optimal carved meshes.

It you try to compare it to a mesh used for rendering it wont’ make sense and you will jump to the wrong conclusions.

Carving by necessity creates sub optimal meshes. Because the whole point is to not regenerate the entire navmesh.

Not on thousands of agents

Expecting thousands of agents using the standard solution to be performant with active carving for all of them is probably not reasonable. You’ll need to look into other ways to optimize, like grouping agents and trim repathing frequency.

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