
ing from 20 to 500 nodes per polygon, with 20 poly-
gons generated for each size, are executed. The means
are represented in the graph.
The results in Figure 9 show the performance of
the Navmesh algorithm across normal, orthogonal,
and isothetic polygons of varying sizes. Orthogonal
polygons consistently demonstrate the fastest com-
putation times, even as size increases. This is due
to their simple geometry, which minimizes the need
for complex subdivisions and enables efficient space
partitioning. Since orthogonal polygons often repre-
sent real-world structures like grid-based buildings,
these results highlight the practical applicability of
Navmesh in such environments. Additionally, the
tight error bars indicate consistent performance across
trials, confirming the robustness of the algorithm for
this polygon type.
In contrast, normal and isothetic polygons exhibit
significantly longer computation times as size grows.
Normal polygons, with their irregular shapes, re-
quire more subdivisions to ensure convexity, increas-
ing processing time. Isothetic polygons, despite be-
ing theoretically regular, often introduce small, com-
plex geometries as they scale, contributing to sub-
stantial variability. This variability is evident in their
wider error bars, suggesting less predictable perfor-
mance. These findings emphasize the computational
challenges of irregular geometries and the importance
of selecting appropriate polygon types for efficient
Navmesh execution in real-world applications.
The next tests, shown in Figure 10 are about the
order of the nodes. The original article does not talk
about the order: we take the interest areas of the
notches and we find for each notch its closest element,
but we don’t know in which order the notes are con-
sidered. For this test, we compute how many portals
were added when considering the same polygon using
different orders. We have considered five different or-
ders:
• Normal Order: Notches are processed in a
clockwise order around the polygon.
• Random: Notches are processed in a randomly
determined order.
• Biggest or Smallest Angles First: Notches are
ordered by their internal angle size, with the
largest (or smallest) angles being processed first.
The results show that normal and random pro-
cessing orders perform similarly, with no significant
difference in the number of portals added. How-
ever, starting with the smallest angles increases portal
count, especially for larger polygons, as small inter-
nal angles create complex subdivisions early. In con-
trast, prioritizing larger angles simplifies the problem
earlier, reducing subdivisions. Regardless of order,
portal count grows linearly with polygon size.
For random polygons, the results highlight
promising real-world applications. Orthogonal poly-
gons, common in real buildings, compute signifi-
cantly faster. Additionally, processing the largest an-
gles first reduces portal count and graph density, im-
proving shortest-path search efficiency. These find-
ings are encouraging for practical use cases.
5.2 Real Use Cases
As part of the investigation, a program was developed
to apply the algorithm to real-world cases. By using
a GeoJSON file representing a real building as input,
the program executes the algorithm on the building
and generates a graph, which is then provided to the
user.
Definition 6 (GeoJSON File). A GeoJSON file is a
digital document containing geographical informa-
tion in the form of polygons, lines, or points. The data
is represented in terms of latitude and longitude.
The graphs generated for real-world scenarios are
both natural and accurately reflect the underlying en-
vironment. Figure 11 illustrates an example of a real-
world case processed by the program. The portals
generated are not excessive, and the resulting path
appears natural and intuitive. This outcome demon-
strates the effectiveness of the algorithm in produc-
ing paths that closely mirror real-world navigation
patterns, avoiding the creation of overly complex or
unnatural routes while ensuring computational effi-
ciency.
6 CONCLUSION
This paper shows that the Navmesh concept, widely
used in video games, can be adapted to real-world en-
vironments. The proposed algorithm balances com-
putational complexity and practical use, even with the
NP-hard challenge of polygon division. While not al-
ways optimal, the results prove effective for real-life
cases, especially with simpler structures.
Tests reveal the algorithm performs best on or-
thogonal polygons, typical of real-world buildings,
thanks to their regularity, which simplifies the search
space and reduces execution time. Irregular polygons,
on the other hand, increase complexity as their size
grows. Still, the algorithm remains scalable and effi-
cient, even for larger inputs.
Node processing tests showed that prioritizing the
largest angles reduces portal count, with all orders
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