# Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

**URL:** <https://forum.kirupa.com/t/generating-a-navmesh-point-graph-for-2d-procedural-platformer-levels/542909>\
**Category:** Uncategorized\
**Created:** [February 16, 2015, 3:03pm UTC](https://forum.kirupa.com/t/generating-a-navmesh-point-graph-for-2d-procedural-platformer-levels/542909 "2015-02-16T15:03:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![JekasG](https://avatars.discourse-cdn.com/v4/letter/j/ccd318/32.png) [@JekasG](https://forum.kirupa.com/u/JekasG)\
**Post date:** [February 16, 2015, 3:03pm UTC](https://forum.kirupa.com/t/generating-a-navmesh-point-graph-for-2d-procedural-platformer-levels/542909/1 "2015-02-16T15:03:46Z")

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Hi everyone,

I am trying to create an algorithm which handles a NavMesh / Point Graph Generation for 2D Procedural Platforms Level in Unity3D.  
The reason why i say NavMesh / Point Graph is because i dont know for sure which one would be better for my 2D Procedural Platform Levels.

What i believe is that Point Graph would be better.

- The major things i think i would have to face are;
  - Navigating through the Platforms
  - Jumping from a platform to another

- I have read through the basics of Pathfinding;
  - [http://arongranberg.com/astar/features#](http://arongranberg.com/astar/features#)
  - [http://www.redblobgames.com/](http://www.redblobgames.com/)

Although i have never made a Pathfinding System and my coding skills arent all that good, but i am willing to learn. Please, if possible could you guys reply with simple English. I dont understand the complicated terms. Thanks in advance for that.

So this is what i have in mind. SInce i know how to say it in theory i dont know how to put it in code. So please, give me advises, criticisms and most of all new theories. Since i already have a working Procedural Platform Generator, I plan to work from that.

- From that Point Graph, I plan to generate Points above the Platforms,  
on each end. So the AI knows where it can navigate.
- Once it can navigation from one end of the Platform to another. Its  
time to implement Jumping. So to do so, i plan to Raycast some Math  
Trajectories. So when the Raycast has hit the next platform ( in some  
way , i havent figured out exactly how ) and it needs to jump to the  
next platform. Then it will jump.

Some slight problems i have right now are;

- Generating the Grid to do the Pathfinding ( Main Problem )

- How is jumping done ? ( Major - Minor Problem )

- How can i perfectly do the Trajectories ? ( Major - Minor Problem )

- How are cost / weight calculated ? ( Minor Problem )

Thank you so much. Your help is very much appreciated.
