Resources for generating a navmesh?

So I was interested in learning about doing pathfinding in a 3D world, but my google-fu couldn’t get me past knowing that I needed an navmesh and general idea of what the mesh represented.

I was just curious if any of you knew of any good resources for them (I tried looking for the source for one in a 3D game library, but they were either closed source or there were so many packages and folders and classes that I got lost).

http://drpexe.com/2011/07/a-star-with-navmesh-detailed/

Edit: http://www.gamedev.net/topic/648438-how-to-do-starcraft-2-pathfinding/

Something people fail to realize is that a lot of pathfinding implementations still use A* as a base and then use “clever” techniques to make it faster, flocking, path caching, partial generation, and I’m sure others. If you look into graph data structures and graph algorithms you’ll find what you’re looking for.

detour/recast in (c++) is highly regarded. Pretty sure at least unreal uses it.

Thanks for the links :slight_smile:

There’s also this: http://www.gamasutra.com/view/feature/3000/gdc_2002_polygon_soup_for_the_.php

It also depends on the scene/game itself. You don’t always need a nav mesh. In my rpg, the 3D terrain has no overlapping parts, i.e. at a given postion, you can always determine the height. No entity can be above or below another, so I can get away with a 2D representation of the world for the AI. This looks similar to this (very old version, but anyway…): http://jpct.de/jpctnet/img/Blockers.png.
Every red dot is an obstacle and the AI uses A* to walk around.

I haven’t looked at it, but here’s at least one java port: https://github.com/piotr-piastucki/recast4j