How do you generate a Navigation Grid for 3D environments?

I’m currently in the process of considering how I want to do navigation in my engine. Which follows suit for a Point and Click baulder’s gate style game, with arbitrarily large, and seamless worlds. However the worlds do not exactly mean “Open”, as they would still have passes and paths to follow to get to certain locations. I already have planned a method to speed up Path finding, which is to do a several layers of navigation. So space is not that big of a concern. Yet anyways.I needed something that had a high resolution, and can be marked as occupied on the fly. So my first thought came to a navigation grid similar to what was used in StarCraft, Warcraft, and Dragon Age Origins. But my first problem was,…


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