Amazing! Very useful! I intend to make an airplane game and then, hopefully, a superhero game. So I was looking for this! Thanks a lot for providing a demo project. It is very generous.
Step 1 is always to create a transition graph. Locations and their connection to each other (easy on a simple grid, but complex in 3D and with different movement restrictions such as one-way transitions for a jump). A* is then just one way to traverse the path.
Im not sure what youre refering too, but ofcourse the nav mesh is still superior with all the features it would take a long time to develop and refine all those features for A* this are just the basics
It's a great explanation. The only problem is how allocation heavy this is. The result is that, within a few minutes of running it, a giant mega spike will hang the engine for a few seconds.
Is it possible to add new objects at runtime? For example, if you wanted to give the player the ability to be able to add new asteroids and change the world space. I'm working on a aquarium simulator and I want to be able to let the player customize the objects in the aquarium.
This was very cool!! Thanks for sharing. I've been trying to come up with a way to convert a 2D pathfinding library (i.e. Recast / Detour) into 3D so I can have flying agents. In a normal fantasy style MMORPG you really only have the terrain, trees and some structures. So, unless you're near one of those structures, you can pretty much allow unrestricted flight in any direction above the terrain. I'm running into issues figuring out if a flying agent tries to go through a structure wall though. I currently have 3D voxelized structures as you did for your whole world but I don't want that AND my Recast NavMesh. One option would be to implement my own A* pathfinding on the voxelized version like you do and discard Recast. Touch decisions !!! 😅
The repo is now available. It was set to private, I forgot to change it!
Amazing! Very useful! I intend to make an airplane game and then, hopefully, a superhero game. So I was looking for this!
Thanks a lot for providing a demo project. It is very generous.
A big thank you for sharing your incredibly wonderful knowledge.
Thanks for sharing your experience with us!
Im am sorry the repo was set to private i changed it to public now you should be able to download it
Wow!
Great video and great explanations!
Love you work! Keep the videos coming!! 💪
Step 1 is always to create a transition graph. Locations and their connection to each other (easy on a simple grid, but complex in 3D and with different movement restrictions such as one-way transitions for a jump).
A* is then just one way to traverse the path.
Im not sure what youre refering too, but ofcourse the nav mesh is still superior with all the features it would take a long time to develop and refine all those features for A* this are just the basics
Awesome video! Keep up the good work!
Amazing work!
It's a great explanation. The only problem is how allocation heavy this is. The result is that, within a few minutes of running it, a giant mega spike will hang the engine for a few seconds.
Thats good stuff! Thanks for sharing!
Look awsome. I'll try to implement in my game right now! Thanks n.n
sir can u give an example how to use pathfinding for particle system or vfx?
Nice video, for anyone reading this I recommend not coupling avoidance and pathfinding
Why? That's what I'm currently trying to do with sensor toolkit 2
Is it possible to add new objects at runtime? For example, if you wanted to give the player the ability to be able to add new asteroids and change the world space. I'm working on a aquarium simulator and I want to be able to let the player customize the objects in the aquarium.
yes it is
this woupd be pretty heavy if the map gets large right?
This was very cool!! Thanks for sharing. I've been trying to come up with a way to convert a 2D pathfinding library (i.e. Recast / Detour) into 3D so I can have flying agents. In a normal fantasy style MMORPG you really only have the terrain, trees and some structures. So, unless you're near one of those structures, you can pretty much allow unrestricted flight in any direction above the terrain. I'm running into issues figuring out if a flying agent tries to go through a structure wall though. I currently have 3D voxelized structures as you did for your whole world but I don't want that AND my Recast NavMesh. One option would be to implement my own A* pathfinding on the voxelized version like you do and discard Recast. Touch decisions !!! 😅
Nice video. Pity that repo is not available.
The repo was set to private i forgot to change it before uploading. You should be able to download it now
really wish you would have commented out some explanations every few lines if you werent going to actually make a tutorial explaining how this works
thanks
👏👏👏
i love u