I'm writing this post, because i have found little / no resources on NavMeshes, how they differ from way point graphs.
Here is what i 'believe' to work:
Take the current position as the start point.
Use the astar algorithm, taking the shortest route using the vertices of each polygon.
Check if the path intersects with an external edge on the navmesh.
Is this correct?
Because it doesn't seem to differ from a way point graph, but for the detection if in poly (you can use less verts).
If you could take a straight path from the first node (vert) to the last polygon (vert), how would you prevent it from taking every node from each polygon (how do you allow it to choose the furthest node if it's close to the end node (you'd need to circumvent the near node feature of astar!)
Essentially, can anyone point me to (or explain to me preferably) how navigation mesh pathfinder works, and how astar would link towards it?!