Custom Navmesh Generation

Visual representation of the Sutherland-Hodgeman algorithm used to clip a polygon inside an AABB box.

Representation in order of some of the steps to create a navmesh: voxelization & solid heightfield, distance Field, region generation, contour generation, polymesh.

Integration into the engine as a replacement for the default navigation system and showcasing of in-editor parameters control.

Project Details

Personal project developed to explore navigation meshes, delving into their capabilities, limitations and underlying functionality. Developed within the Unreal Engine environment.