forgeax-engine-navigation
Skill70 starsChanged 18 days agoApache-2.0View on GitHub
ForgeAX bounded graph/grid and static NavMesh navigation. Use when baking ground clearance, projecting routes, avoiding nearby characters, or following paths through physics.
In this repository25 other files it gives its agents.
- AGENTS.mdAGENTS.md
- templates/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- forgeax-engine-appSkill
- forgeax-engine-assetsSkill
- forgeax-engine-audioSkill
- forgeax-engine-cliSkill
- forgeax-engine-debug-drawSkill
- forgeax-engine-debugSkill
- forgeax-engine-ecsSkill
- forgeax-engine-evolveSkill
- forgeax-engine-materialSkill
- forgeax-engine-mathSkill
- forgeax-engine-modelingSkill
- forgeax-engine-performanceSkill
- forgeax-engine-physicsSkill
- forgeax-engine-render-pipelineSkill
- forgeax-engine-rhi-debugSkill
- forgeax-engine-rhiSkill
- forgeax-engine-sdkSkill
- forgeax-engine-shaderSkill
- forgeax-engine-stateSkill
- forgeax-engine-vfxSkill
- forgeax-engine-wechatSkill
- forgeax-scriptable-pack-reviewSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 23
Use the Navigation contract for capsule scale, KCC offset, fixed ordering, asset freshness and limits.
- Distinctive: line 29
Run package tests and the contract's geometry, Catalog, real KCC, browser/Worker and performance recipes.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
forgeax-engine-navigation
| Need | Entry |
| Authored network or weighted tile grid | createNavigationGraph / createNavigationGrid; query findPath with an expansion budget |
| Static finite-size ground navigation | Build selected indexed Mesh/world placement through @forgeax/engine/import/navigation-bake; return the POD as an ordinary Pack output |
| Fixed world-space surface query | Load navigation-mesh, pass assets.read(handle) to createNavigationMesh, then project / ground / findPath with explicit limits; this copied query remains fixed |
| Physical character | Install physics3d and navigationCharacterPlugin(handle) using the managed asset from world.assets; release the caller reference after installation; author NavigationCharacter + kinematic capsule; assign setNavigationTarget |
| Local point following | NavigationAgent, navigationPlugin, setNavigationPath; local Transform coordinates and speed |
| Bounded nearby-agent intent | solveNavigationAvoidance; consume actual velocity and inspect saturation; optional candidate admission must remain bounded |
| Runtime navigation edits | assets.update / replace revises polygon/settings content; actual queries and motor steps adopt once per changed active version; old routes cancel before motion even when sourceDigest stays unchanged |
| Pause / cancel / replacement | Idle/following toggles; empty setNavigationPath; setNavigationMesh(world, handle).unwrap() followed by explicit retarget |
A route supplies movement intent. navigationPlugin point following writes Transform directly and performs no collision resolution. For a solid actor, use the physical-character entry and size its collider and baked clearance from the actor's complete footprint, including scale and turning. Custom grid queries must enforce the same body clearance; a free centre cell does not prove the body fits. Geometry edits require updated collision geometry and navigation content through their owners; updating a rendered mesh alone updates neither.
Use the Navigation contract for capsule scale, KCC offset, fixed ordering, asset freshness and limits. Observe actual displacement and blocked state; a congested local solver is not a traffic scheduler. Physical controllers are excluded from the point follower. Invalid/unreachable/budget results never prove arrival. Rebuild a faulted World through its owning App recovery route.
Run package tests and the contract's geometry, Catalog, real KCC, browser/Worker and performance recipes. For unexplained visible output, capture the real frame through RHI Debug before editing shaders/materials.
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