Thanx theres a couple of issues i have to resolve with the agents
before i can inprove on it ,my main focus is now on improving the
navmeshing itself and i had a couple of brainstorming ideas
thats going to make a major improvement ,there wil be no limit
Whatsoever anymore in relation to the source geometry used to
build a navmesh from ,that means no matter if its hmp blocks
or models you could stil navmesh it BUT with a slight diffrence
in the usual way recast gets used ,i gave up accesing blocks and terrain chunks
as a source since it only gave me endless trouble or unsolvable situations
But it lead to my best idea ever with recast and im not telling yet
as its to soon but so far it works cool and if i continue with this in
the rite manner and smart enough i could possibly overcome the saving/loading
of a navmesh aswell but thats a big thing to say at this stage...
Expect a bit of showboating on my next update..until then guys have a great one


Compulsive compiler