TileCache's 8bit regID limiting the size of complex tiles #704
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anatolijcz
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We are working on a game-like application with navigation and large worlds. Properties of our world:
We are now trying to figure out how to incorporate those "runtime obstacles".
One option is to regenerate affected navmesh tiles. This would definitely work, with some acceptable update time penalties.
Another option is to use Detour's tile cache and temporary obstacles. But here we are facing some limits.
My questions are:
Thanks for any hint!
And many thanks to contributors for this great lib!
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