A while ago I wrote some notes up on making an RTS constrained delaunay navmesh for pathfinding similar to the method used in StarCraft 2. Maybe of interest to people who like RTS tech or pathfinding.
https://www.jdxdev.com/blog/2021/07/06/rts-pathfinding-2-dynamic-navmesh-with-constrained-delaunay-triangles/
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[Article]: RTS pathfinding with a dynamic constrained delaunay navmesh
Nice, I have used a similar approach for my upcoming game , and I was thinking how to adapt this algorithm to a 3d world.
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