This is a tool for Unity that allows for 2D navmesh generation based on a square grid of tiles. This required a lot of research into triangle maths such as Constrained Delaunay Triangulation and pathfinding through the A* algorithm. The end result of this project as seen here and on the front page is an environment capable of dynamically creating navmeshes and allowing AI agents with different behaviours to roam around with suitably accurate pathfinding.
Here is a link to the github repo: https://github.com/EthanMunday/AIMazeSolver/tree/game-ai
The final generated navmesh across an array of obstacles
A stress test consisting of around 400 agents navigatign around a
This project helped to develop my C# skills greatly, alongside my understanding of AI and Navigation technology. In future efforts, I will expand this knowledge with the implementation of Local Clearance Triangulation on the Navmesh and Reciprocal Velocity Obstacles on the AI agents.Â