Robust pathfinding for GZDoom. Automatically generate navigation meshes for use with zdoom-pathfinding.
First, you will need to install Node.js
Once Node.js is installed, clone this repository to your desired directory
You will need to run these commands from a command line utility like git bash or Windows PowerShell.
git clone https://github.com/disasteroftheuniverse/zdoom-navmesh-generator
Navigate to the main directory
cd zdoom-navmesh-generator
Install required dependencies
npm install
Once all dependencies are installed, launch the server:
npm run start
If successful, you will recieve a success message with links to the configuration menu and main application. Open the links in a web browser to enter the app.
You must create a configuration file before generating a navigation mesh.
Cell Size - voxelization cell size Cell Height - voxelization cell height Agent Height - Agent capsule height Agent Radius - Agent capsule radius Agent Max Step Height - how high steps agents can climb, in voxels Agent Max Slope - maximum slope angle, in degrees Region Min Size - minimum isolated region size that is still kept Region Merge Size - how large regions can be still merged Edge Max Length - maximum edge length, in voxels Edge Max Error - how loosely the simplification is done
Select your level from the dropdown and press Load Level
to preview your level.
Once you have customized your settings, press Build Navigation Mesh
to build the mesh.
You may press Shut Down Server
to terminate the express server process.
To exclude sectors from being used to generate nav meshes, you may apply the custom UDMF field user_nocast
to a sector, set its type to Boolean
and its value to true
.
To exclude linedefs from being used to generate nav meshes, you may apply the custom UDMF field user_nocast
to the linedef, set its type to Boolean
and its value to true
.
- Support for obstacles
- Support for Patrol Nodes
- Custom off-mesh connections defined by things
- Support for blocking lines