Forums WoW Modding Support Archives Azerothcore Discord Archives [DiscordArchive] To reduce the amount of mmaps regenerations, I was thinking of implementing https://github.com/azero

[DiscordArchive] To reduce the amount of mmaps regenerations, I was thinking of implementing https://github.com/azero

[DiscordArchive] To reduce the amount of mmaps regenerations, I was thinking of implementing https://github.com/azero

rektbyfaith
Administrator
0
07-19-2025, 10:17 AM
#1
Archived author: walkline • Posted: 2025-07-19T10:17:30.740000+00:00
Original source

To reduce the amount of mmaps regenerations, I was thinking of implementing https://github.com/azerothcore/azerothco...ssues/7072 as part of or alongside the https://github.com/azerothcore/azerothco...pull/22506. But can someone validate if it makes sense at all?
I think the best approach would be to have two navigation meshes for big and small units. I was thinking of modifying mmaps tile files so that they would optionally include two meshes instead of one.
I think two navigation meshes in this case are better than having a single one with a filtering approach, which would have too complex geometry, likely increasing the mmaps data folder size by more than twice and consuming more CPU during pathfinding.
Would be glad to hear your thoughts before actually implementing this. Maybe it’s not worth it?
rektbyfaith
07-19-2025, 10:17 AM #1

Archived author: walkline • Posted: 2025-07-19T10:17:30.740000+00:00
Original source

To reduce the amount of mmaps regenerations, I was thinking of implementing https://github.com/azerothcore/azerothco...ssues/7072 as part of or alongside the https://github.com/azerothcore/azerothco...pull/22506. But can someone validate if it makes sense at all?
I think the best approach would be to have two navigation meshes for big and small units. I was thinking of modifying mmaps tile files so that they would optionally include two meshes instead of one.
I think two navigation meshes in this case are better than having a single one with a filtering approach, which would have too complex geometry, likely increasing the mmaps data folder size by more than twice and consuming more CPU during pathfinding.
Would be glad to hear your thoughts before actually implementing this. Maybe it’s not worth it?

rektbyfaith
Administrator
0
07-19-2025, 10:39 AM
#2
Archived author: Tereneckla • Posted: 2025-07-19T10:39:11.374000+00:00
Original source

that first issue definitely is not valid for all zones
maybe blizzard made mobs path around fences in wotlk zones, but not in the vanilla ones
https://youtu.be/mPJYd6vuP5E?t=273
[Embed: Lets Play: World of Warcraft Undead Mage 1-80 (Part 3)]
Questing again, but talking over skype with ARNO!
https://www.youtube.com/watch?v=mPJYd6vuP5E&start=273
rektbyfaith
07-19-2025, 10:39 AM #2

Archived author: Tereneckla • Posted: 2025-07-19T10:39:11.374000+00:00
Original source

that first issue definitely is not valid for all zones
maybe blizzard made mobs path around fences in wotlk zones, but not in the vanilla ones
https://youtu.be/mPJYd6vuP5E?t=273
[Embed: Lets Play: World of Warcraft Undead Mage 1-80 (Part 3)]
Questing again, but talking over skype with ARNO!
https://www.youtube.com/watch?v=mPJYd6vuP5E&start=273

rektbyfaith
Administrator
0
07-19-2025, 10:39 AM
#3
Archived author: Tereneckla • Posted: 2025-07-19T10:39:24.248000+00:00
Original source

it's one of the things classic did wrong
rektbyfaith
07-19-2025, 10:39 AM #3

Archived author: Tereneckla • Posted: 2025-07-19T10:39:24.248000+00:00
Original source

it's one of the things classic did wrong

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