Intel Level Up demo and dynamic navigation meshes
Today I finished the game demo for Intel Level Up 2009. It cost me three nights without sleep. Some things are still not implemented, but the overall picture is good. I’ll prepare a longer video and the demo itself later.
For now, here is a short video of the dynamic navigation meshes in my engine. They are based on TileMesh and they are fast: the whole level (300x300) builds in a separate thread in 5 seconds on a single-core PC, with a tile size of 32. Don’t look at the frame rate. That’s deferred shading on an old PC.
Here is how it works:
- Render the static mesh and keep it.
- Render the dynamic objects and remember which objects sit in each tile.
- When an object moves, add the tile under its old bounding box to the update list.
- If an object that hasn’t moved intersects a tile being updated, add it to that tile too.
- Render the updated tiles with their objects.
- Connect the tiles into the mesh with the Recast library.