

Our brains process every visual detail, constantly drawing conclusions and making predictions. It's easy to take for granted the amount of information we use when playing. Simply put, a navmesh is a collection of polygons that tells an actor where it can walk.

When an area has been built and cluttered, we need to determine where actors can navigate.

How to auto generate a navmesh using Recast Based generation.What "Navmesh" is, and why it's important.In this chapter we will go over creating a navmesh both manually and with automatic generation.
