2009/3/30 Steven Jackson <[email protected]>:
> My name is Steven Jackson.   I’ve experience in the past with C++ and
> OpenGL, and working with the source of the Torque game engine.  I primarily
> work with XNA and 2D at the moment, and worked last summer in an internship
> with C#/ASP.NET on an internal web application and was hired part-time
> afterwards.   I’m currently attending IUPUI in Indiana for either Computer
> Science or Digital Storytelling.
>
> The idea for an automatic navigation mesh is presented in the preliminary
> ideas wiki. I have no prior development experience with navigation meshes,
> but it’s something I’ve been interested in.  I’m not sure where to look to
> see how it’d fit into CS.  So, I’ve got a few questions:
>
> ·         Would it be built as a standalone tool beside CES, or combined
> with something like CrystalArchitect?

I guess you probably have to implement support in both. First in CA to
be able to build
the navigation mesh. And then in CEL to be able to read/use it. You
can probably use
the existing path finding tools in CEL for that purpose.

>
> ·         The tool would likely have to span both interior and exterior
> areas.  Where would I find information on map formats or how level data is
> stored in CS?

The CS manual contains some information. Basically we use XML format. If you
have more specific questions feel free to ask.


>
> ·         Where are people turning now to build navmeshes for CS projects?
> Are there features in common editors?

I don't think many people are doing this right now.

Greetings,


>
> Thanks,
>
> Steven
>
>
>
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-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
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Personal page: http://users.telenet.be/jorritTyberghein/

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