From c4ad0b2eb417fe9bdd24b20e40fd1bea655e6df3 Mon Sep 17 00:00:00 2001 From: Peter Boyer Date: Fri, 15 Jun 2018 22:58:49 -0400 Subject: [PATCH] Fix for typo We shouldn't leave such a shocking typo on such a nice description, now should we? ;) --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 5827a7a..afa0368 100644 --- a/README.md +++ b/README.md @@ -23,7 +23,7 @@ and then casting a navigation mesh over it. The process consists of three steps, building the voxel mold, partitioning the mold into simple regions, peeling off the regions as simple polygons. -1. The voxel mold is build from the input triangle mesh by rasterizing the triangles into a multi-layer heightfield. Some simple filters are then applied to the mold to prune out locations where the character would not be able to move. +1. The voxel mold is built from the input triangle mesh by rasterizing the triangles into a multi-layer heightfield. Some simple filters are then applied to the mold to prune out locations where the character would not be able to move. 2. The walkable areas described by the mold are divided into simple overlayed 2D regions. The resulting regions have only one non-overlapping contour, which simplifies the final step of the process tremendously. 3. The navigation polygons are peeled off from the regions by first tracing the boundaries and then simplifying them. The resulting polygons are finally converted to convex polygons which makes them perfect for pathfinding and spatial reasoning about the level.