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Latest Pathfinding Activity

@frob I have used the navigation system before but I am not sure how I can use it for the two lanes and possibly more in the future. I'm also not sure how I would use the nav mesh to show road markings to show the right way to the destination (which is my main priority). I'll experiment with the na…

5,596 views
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Aressera said:
How do you determine what navmesh polygon the agent is within when it spawns?

I link the spawn point to the navmesh, all done offline \:D/

Aressera said:
Roadmaps can be generated dynamically and incrementally at runtime as the agent navigates the space, which is a major advantage for pr…

5,542 views

Bad design and needed to simplify the problem I'll post my solution shortly.

UPDATE:

My new solution basically checks a pathing array against the collision map, and returns true or false, accordingly. Here it is if anyone is interested.

https://gist.github.com/Langerz82/32a9707b83bfd03dd5b041ab1f2309c…

6,153 views

https://i.imgur.com/x7hCtS8.png

(image: small yellow squares are lane nodes, small green squares are edge nodes, large blue squares are intersection nodes, large yellow squares are pseudo intersection nodes, pointing to the main node. Pixel width colored lines show edge connects, but not lane connec…

7,554 views

I have never implemented funnel and don't know how it works, but you can always make the mesh locally flat.

To do this around an edge, you rotate the two triangles around this edge so they preserve their angles and area, but lie on the same plane.

To do it around a vertex, you sum up the adjacent tri…

5,954 views
theaaronstory
June 19, 2020 04:11 PM
Unexpected journey

Of Source Code, more pathfinding, stamina and more!

It all started with a simple checklist, which I put together for the next update:

  • Fix glitching cursor; and disable input while minigame is active
  • Add 3D movement
  • Fix wall pathfinding/glitching
  • Add dash/roll option to mouse (ctrl+mouse movement)
  • Re-impl…
3,829 views
theaaronstory
April 21, 2020 06:07 PM
Super-light & super-fast pathfinding
The long road to success

Well . . . This past month was quite the interesting: First, shortly after my last entry, I discovered that by removing a chuck of the climbing system, it made it work much better and faster. So that was a thing. However, the elephant in the room was the idea of creating an …

6,879 views
theaaronstory
July 20, 2019 01:36 PM
Spicing up the AI (game mechanics)

Above the usual tropes of having good design, character, specialty and synergy, thought I'd add some [basic] special cases to the mix:

  • Angle of attack: Enemies would be able to come from all 360 degrees, and would not be limited to the ground plane.
  • Player's cone of vision: It wo…
  • 4,232 views
    Awoken
    March 08, 2019 03:29 AM
    Structures Update, Scripted Events & Development

    Hello GameDev  

    In this blog I'll be covering
    - development life-cycle thus far
    - provide an update on dynamic structures
    - introduce scripted events.

    Development life-cycle 
    I think the time has come at last.  What time is that exactly?  Well let me explain... 
    A couple months back I …

    5,060 views
    bdubreuil
    October 02, 2018 03:35 PM
    Navigation Mesh : Wall Collision Avoidance

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    Introduction

    In our 3D game (miimii1205), we use a dynamically created navigation mesh to navigate onto a procedurally generated terrain. To do so, only the A* and string pulling algorithms wer…

    13,791 views
    Navigation Meshes and Pathfinding

    I recently worked on a path-finding algorithm used to move an AI agent into an organically generated dungeon.

    It's not an easy task but because I've already worked on Team Fortress 2 cards in the past, I already knew navigation meshes (navmesh) and their capabilities.

    Why Not Waypoints? …
    68,089 views
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