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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,060 --> 00:00:06,420 The navmesh or the navigation mesh is one of the most common ways for the AI agent to navigate on the 1 2 00:00:06,420 --> 00:00:06,700 map. 2 3 00:00:06,720 --> 00:00:13,530 Its implementation is found in most modern game engines such as Godot, Unity and even Unreal. 3 4 00:00:13,560 --> 00:00:19,440 A navmesh creates a simplified model of the 3D objects that are walkable using simple polygons, 4 5 00:00:19,440 --> 00:00:22,350 and then it connects them. When a path is queried 5 6 00:00:22,650 --> 00:00:27,720 it quickly determines a way using a pathfinding algorithm called A*(star). 6 7 00:00:27,750 --> 00:00:30,110 What are the pros and cons of a navmesh? 7 8 00:00:30,150 --> 00:00:31,080 It's already there! 8 9 00:00:31,290 --> 00:00:33,240 If you open Godot, you will have it. 9 10 00:00:33,270 --> 00:00:35,250 It's mostly available in every game 10 11 00:00:35,250 --> 00:00:40,360 engine. It's very easy to use and it's also optimized for efficiency. 11 12 00:00:40,380 --> 00:00:44,990 So if you have a bigger map, chances are it will work without any troubles. 12 13 00:00:45,000 --> 00:00:51,000 But of course it does have some cons because it only supports a particular type of map, the one that 13 14 00:00:51,000 --> 00:00:52,530 you create with a 3D model. 14 15 00:00:52,560 --> 00:00:58,800 But if your map is, for example, hexagon shaped or has a totally different structure, then a 15 16 00:00:58,800 --> 00:01:00,430 navmesh might not work for you. 16 17 00:01:00,450 --> 00:01:04,500 And also, since its implementation it's already embedded in the engine. 17 18 00:01:04,800 --> 00:01:07,800 It's not customizable, such as graphs, 18 19 00:01:07,920 --> 00:01:13,110 for example. Congratulations on finishing this chapter! In the next chapter 19 20 00:01:13,140 --> 00:01:15,990 let's find about finite state machines. 2002

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