>
> Yes, I think iCelGraph is used only in path finding. I'm not sure of the
> differences existing between iCelGraph and the data structure used by
> Recast, and how easy it would be to extend iCelGraph for that. iCelGraph
> is however a good candidate to store the navigation graph in XML, and to
> provide an API for manipulating dynamically the graph.


After a more thorough analysis of CelGraph, I believe it would provide a
good encapsulation for the Detour internal structure (which is not as user
friendly). So it probably should be extended to this purpose.

Maybe an idea would be to simply provide an API so that the user can
> customize the tesselation of the graph depending on its needs.
> As you said, an editor to customize the weights of the graph may also be
> great. Or even a more generic solution, eg based on sth like the
> iMaterial of the floor, but this is probably another topic.


The tesselation of the polygon mesh could be done overlaying it with a
rectangular grid. The user would be able to determine the maximum polygon
size by choosing the grid's rectangle dimensions.

So navigation graphs can be generated dynamically by using Recast only
> on the sector, and connecting the graphs where there are portals (iff
> the portal is 'walkable'). This way, the path finding would also be able
> to handle space warping portals.


How would this system work? Pathfinding for the unit would be done inside
the loaded sector using the graph normally, and when the unit crossed the
portal area (when chasing another unit, for example), it would load the next
sector?
And if we wanted to plot a path crossing a few different sectors, we would
just load them all?

An ideal solution would provide a management of the intermediary results
> of Recast, so that it optimizes the use of CPU/memory when we want to
> compute the navigation graphs for different types/sizes of entities.
> There can also have one single common structure holding the graph for
> every type of entities, with different weights/nodes/edges depending on
> the type of the entities.


I agree, a joint structure can be created for all units. Each polygon would
have a flag specifying which units can cross it, and during pathfinding we
could consider only polygons of a specific unit. For polygons that can be
crossed by more then one unit type, the costs would be unit-specific.
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