3D Pathfinding & Agent Avoidance In Unity

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  • Опубликовано: 17 дек 2024

Комментарии • 26

  • @ABitOfGameDev
    @ABitOfGameDev  3 года назад +10

    The repo is now available. It was set to private, I forgot to change it!

  • @AnAngelineer
    @AnAngelineer 11 дней назад

    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.

  • @K.Z007
    @K.Z007 Год назад +1

    A big thank you for sharing your incredibly wonderful knowledge.

  • @mechsquid2
    @mechsquid2 3 года назад +2

    Thanks for sharing your experience with us!

    • @ABitOfGameDev
      @ABitOfGameDev  3 года назад

      Im am sorry the repo was set to private i changed it to public now you should be able to download it

  • @draganmiladinovic2925
    @draganmiladinovic2925 3 года назад +5

    Wow!
    Great video and great explanations!
    Love you work! Keep the videos coming!! 💪

  • @vast634
    @vast634 3 года назад +6

    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.

    • @ABitOfGameDev
      @ABitOfGameDev  3 года назад

      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

  • @95ivangr
    @95ivangr 3 года назад +2

    Awesome video! Keep up the good work!

  • @jorikito
    @jorikito 3 года назад +2

    Amazing work!

  • @daslolo
    @daslolo Год назад

    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.

  • @Nebulaoblivion
    @Nebulaoblivion 2 года назад

    Thats good stuff! Thanks for sharing!

  • @RustyMahkra
    @RustyMahkra 2 года назад

    Look awsome. I'll try to implement in my game right now! Thanks n.n

  • @luminewr5469
    @luminewr5469 11 месяцев назад

    sir can u give an example how to use pathfinding for particle system or vfx?

  • @nicwhites
    @nicwhites 11 месяцев назад

    Nice video, for anyone reading this I recommend not coupling avoidance and pathfinding

    • @Iamjake1000
      @Iamjake1000 6 месяцев назад

      Why? That's what I'm currently trying to do with sensor toolkit 2

  • @Galactic7orce
    @Galactic7orce 2 года назад +1

    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.

  • @CHSidChou
    @CHSidChou Год назад

    this woupd be pretty heavy if the map gets large right?

  • @ChristmasEve777
    @ChristmasEve777 Год назад

    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 !!! 😅

  • @HellAvalor
    @HellAvalor 3 года назад +3

    Nice video. Pity that repo is not available.

    • @ABitOfGameDev
      @ABitOfGameDev  3 года назад +1

      The repo was set to private i forgot to change it before uploading. You should be able to download it now

  • @christopherrapczynski204
    @christopherrapczynski204 Год назад

    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

  • @Yusuf_AGAC
    @Yusuf_AGAC 2 года назад

    thanks

  • @cristianomutu8299
    @cristianomutu8299 3 года назад +1

    👏👏👏

  • @jaimeciriacobeaumont1924
    @jaimeciriacobeaumont1924 9 месяцев назад

    i love u