![]() The width and depth resolution used when sampling the source geometry. If the value is less, some stair-casing starts to appear at the edges and if it is more than that, the simplification starts to cut some corners. Good values are between 1.1-1.5 (1.3 usually yield good results). When the rasterized areas are converted back to vectorized representation the edgeMaxDeviation describes how loosely the simplification is done. If so, then try to find as big value as possible which happen to create those few extra vertices which makes the tessellation better. A good way to tweak this value is to first set it really high and see if your data creates long edges. ![]() A good value for ma圎dgeLength is something like traversableAreaBorderSize*8. The parameter ma圎dgeLength defines the maxĮdge length. Sometimes this can be remedied by just tessellating the long edges. In certain cases really long outer edges may decrease the triangulation results. The parameter maxTraversableSlope is used before voxelization to check if the slope of a triangle is too high and those polygons will be given a non-walkable flag. If you want to have tight fit navmesh, use zero radius. If this value is greater than zero, the navmesh will be shrunken by the traversableAreaBorderSize. The parameter traversableAreaBorderSize defines the agent radius. The maxTraversableStep defines how high steps the character can climb. First up is minTraversableHeight, which defines the height of the agent. Next up is the character definition values. If you get small holes where there are discontinuities in the height (steps), you may want to decrease cell height. The voxelization cell height (ch) is defined separately in order to allow greater precision in height tests. In outdoor environments, r/2 might be enough, indoors you sometimes want the extra precision and you might choose to use r/3 or smaller. Next the voxelization cell size (cs) will be derived from that. For example, if you are using meters as units in your game world, a good size of human sized character might be (r)adius=0.4, (h)eight=2.0. Create a new or custom model filetype and loaderįirst you should decide the size of your character "capsule".Create a library plugin from a jar file.Developing plugins for jMonkeyEngine SDK.Neo Texture Editor for procedural textures.Using your own (modified) version of jME3 in jMonkeyEngine SDK.Post-Processor Filter Editor and Viewer.Video: Effect and AudioTrack editing in jMonkeyEngine 3 sdk.Virtual Reality (And augmented reality).Visualizing Maps in JME3 (Marine Charts).Mercator Projection Tool (Marine Navigation).Lemur - a native jME3 GUI library with scene graph tools.Updating and building Recast Native Bindings.Cinematics (cutscenes, fake destruction physics).
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