Validating Navmesh using Geometry: Voxel-Based Analysis with Prioritized Exploration
Ramesh Raghavan, Ojas Sharma, Sebastien Larrue, Alan Isaac Kunder, Aakash Sai, Rishi Mathur

TL;DR
This paper introduces a geometry-based, voxel-driven framework for validating navigation meshes in game environments, improving defect detection efficiency and integration into quality assurance processes.
Contribution
It presents a novel voxel-based analysis method with prioritized exploration for verifying navmesh correctness against environment geometry.
Findings
Reduces exploration effort while maintaining defect detection coverage
Operates offline within game engines for automated QA
Adapts easily across different game engines due to geometry reliance
Abstract
Navigation mesh (Navmesh) inconsistencies affect the player experience by directly impacting the navigation systems used by non-playable characters (NPCs) in game environments. While navmeshes are generated from world geometry using well-established algorithms, environments change throughout development as terrain is adjusted and assets are moved or replaced, resulting in mismatches between the navmesh and the actual environment. Existing automated approaches attempt to detect navigation issues using exploration agents and reinforcement learning techniques. However, since these methods rely on the navigation data itself or evaluate navigation behavior indirectly, they do not explicitly verify whether the navigation representation reflects the walkable space defined by underlying geometry. This paper presents a framework for validating navigation meshes through an independent,…
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