From 18c30ba658fa5800ea042c75bc39d88642a4202b Mon Sep 17 00:00:00 2001 From: Chris Miles Date: Fri, 6 Jul 2018 16:49:20 -0500 Subject: [PATCH] Updated Maps Introduction (markdown) --- Maps-Introduction.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Maps-Introduction.md b/Maps-Introduction.md index e3141bb..0f9bd48 100644 --- a/Maps-Introduction.md +++ b/Maps-Introduction.md @@ -20,7 +20,7 @@ Maps in EQEmu are used to do many things, we have different files that are respo ### Navigation Mesh (.nav) -* Navmesh is modern navigation mesh technology, we use it server side to determine shortest path to a target in NPC AI decision making processes, it's what the server uses to determine what NPC's can walk on and they will strictly adhere to this mesh when making pathing decisions. The end result is a very smooth path-making decisions. Not all zones are perfect with this logic but we have tooling working towards making this better +* Navmesh is modern navigation mesh technology, we use it server side to determine shortest path to a target in NPC AI decision making processes, it's what the server uses to determine what NPC's can walk on and they will strictly adhere to this mesh when making pathing decisions. The end result is a very smooth path-making decisions * Example of this in game: https://www.youtube.com/watch?v=ujtqipXAP1E * Another explanation of Navmesh on [Stack Overflow](https://gamedev.stackexchange.com/a/15395)