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    [PLUGIN] 3D Navigation Plugin

    Another plugin! After watching Daniel Brewer's GDC talk on SVO navigation, I thought I'd give it a go...so what we have here is basically a straight UnrealEngine implementation of what is described in this talk :

    https://www.gdcvault.com/play/102201...esh-Navigating

    Code is here ( Contributions are extremely welcome and will be credited) :

    https://github.com/midgen/uesvon

    Demo :



    Documentation:

    https://github.com/midgen/uesvon/wiki



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    Last edited by mid_gen; 12-29-2018, 12:24 PM.

    #2
    Hey mid_gen - I really appreciate you making this plugin free and open source.

    Got a few questions -
    1. What algorithm are you using for navigating the Volume? A*, Greedy A*, etc.
    2. What is Async Path finding?
    3. What is the max scene size that this plugin supports? or is there no upper limit?

    Comment


      #3
      Originally posted by HeadClot View Post
      Hey mid_gen - I really appreciate you making this plugin free and open source.

      Got a few questions -
      1. What algorithm are you using for navigating the Volume? A*, Greedy A*, etc.
      2. What is Async Path finding?
      3. What is the max scene size that this plugin supports? or is there no upper limit?
      1. Greedy A* using Manhattan distance heuristic at the moment. I'll be adding more option as covered in the GDC talk, such as unit cost, face vs. node centers etc.
      2. Async = pathfinding off the game thread, I only implemented the synchronous path so far
      3. No upper limit.



      Comment


        #4
        Update:
        • Removed custom AI and BT tasks, not necessary as the AI controller takes care of using the appropriate nav data
        • Known issue - the last segment used when following a target actor doesn't respect any pathfinding...looking into it

        Comment


          #5
          All I can say is WOW.. Very much appreciate the time and effort that went into coding this, let alone the quality and the fact you're sharing for free...

          Comment


            #6
            quick question, how does this differ from DoN 3d navigation? is it a different method?
            CEO of Prydetech

            https://www.artstation.com/ixicalibur

            Originally posted by ixicalibur
            Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

            Comment


              #7
              Originally posted by ixicalibur View Post
              quick question, how does this differ from DoN 3d navigation? is it a different method?
              As far as I can tell, that plugin is using a uniform voxel system, as opposed to the sparse octree approach I've used here. Based on that :

              DoN (Voxel) Advantages:
              • Simple data structure
              • Easy to update partial sections of the navmesh
              • Good for small, dynamic levels
              SVO Advantages
              • Much more space efficient
              • Vastly improved A* performance across long distances
              • Good for huge, static worlds
              Not that you couldn't mitigate some of the disadvantages of each....but that's roughly accurate. The DoN approach will die if you want to path across long distances, the A* iterations will kill you.

              Comment


                #8
                Update:
                • Added the unit cost distance travelled pathfinding option. Available in SVONavigation component.

                Comment


                  #9
                  Thanks for the answer, definitely going to give this a go, I've been using DoN to control my flying drone ai,and yeah it can get very sluggish on my 7.5kmX 5.5km map
                  CEO of Prydetech

                  https://www.artstation.com/ixicalibur

                  Originally posted by ixicalibur
                  Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

                  Comment


                    #10
                    Updates
                    • Added Estimate Weight settings (greedy A*)
                    • Added Node Size Estimator pathfinding optimisation setting

                    Comment


                      #11
                      I've added the plugin to my demo project, and started making some demo levels/AIControllers/BT/BB

                      https://github.com/midgen/CashDemo

                      Comment


                        #12
                        mid_gen, Thank You a lot for work on this (and CashGen, and plugins). It is really exciting we will have alternative to DoN's 3D pathfinding. Well, there is also "Mercuna" system, but that is out of reach by price. Btw, if anyone knows some more (free or cheap) less known 3D navigation / AI systems, please maybe post here info. Thank You.

                        Comment


                          #13
                          I just tried to use this in my game , I dragged the UESVON master folder to my game plugins folder but I'm getting error that the binary's are missing.
                          What Am I doing WORNG pls
                          https://www.artstation.com/alphawolf
                          https://www.deviantart.com/alphawolf-uk/gallery
                          https://www.youtube.com/user/AlphaWoIFuk/videos

                          Comment


                            #14
                            Originally posted by AlphaWolF View Post
                            I just tried to use this in my game , I dragged the UESVON master folder to my game plugins folder but I'm getting error that the binary's are missing.
                            What Am I doing WORNG pls
                            You'll need to build the project with visual studio. Right click on your UPROJECT file, 'Generate Visual Studio Files', then launch the .SLN, and build.

                            Work on plugins is pretty much at a standstill during this summer heat as my study is just too hot to work in in the evenings. I did manage to clear up the various issues/PRs I had on github yesterday morning before work though!

                            Comment


                              #15
                              sorry but Im kinda lost. Whats SLN and uprojectfile.
                              I don't have Visual studio installed, I'm not a programmer ,I'm using BP's
                              Is there a complied version?

                              Edit: oh you mean the project launcher file. got it! but still unsure about SLN
                              Last edited by AlphaWolF; 07-31-2018, 05:04 PM.
                              https://www.artstation.com/alphawolf
                              https://www.deviantart.com/alphawolf-uk/gallery
                              https://www.youtube.com/user/AlphaWoIFuk/videos

                              Comment

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