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Fix typo and paper link (recastnavigation#702)
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Braboware authored Dec 31, 2024
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4 changes: 2 additions & 2 deletions Docs/_1_Introducation.md → Docs/_1_Introduction.md
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@@ -6,7 +6,7 @@ Most modern, complex 3D games rely on [navmeshes](https://en.wikipedia.org/wiki/

A navmesh is a simplified view of the traversable area of a game world, optimized for AI pathfiding and movement calculations. Navmeshes are usually built from the physics colliders of the world, since they define the areas an AI can legally exist.

Triangles in a navmesh represent nodes in the pathfinding graph, and edges between adjacent polygons define connections between these nodes. Pathfinding queries first construct a path consisting of a strip of adjacent polygons. This represents the "corridor" of space that leads the agent to their goal. That polygonal path is refined into sequence of line-segments through a [string-pulling algorithm](http://idm-lab.org/bib/abstracts/papers/socs20c.pdfZ). Agents can then follow this sequence of waypoints to reach their goal.
Triangles in a navmesh represent nodes in the pathfinding graph, and edges between adjacent polygons define connections between these nodes. Pathfinding queries first construct a path consisting of a strip of adjacent polygons. This represents the "corridor" of space that leads the agent to their goal. That polygonal path is refined into sequence of line-segments through a [string-pulling algorithm](http://idm-lab.org/bib/abstracts/papers/socs20c.pdf). Agents can then follow this sequence of waypoints to reach their goal.

### Agent Attributes

@@ -82,4 +82,4 @@ rcBuildPolyMeshDetail
rcFreeHeightField
rcFreeCompactHeightfield
rcFreeContourSet
```
```

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