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Rama's Multi-Threaded Dynamic Pathing System, Full Physics Support

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    #31
    Originally posted by Jacky View Post
    You asked for it! No sheep but here i prepared a trippy Epic cow with an idle and walking animations.
    I cant wait to see what you come up with it!
    Yes!! Rama I want to see one (or both?) of 2 things: a cow vs dwarf fight, each dwarf/cow dynamically finding a path to a dwarf/cow that has no fighting partner, so dynamic pathing with the ability to randomly chose which cow should fight which dwarf. Then whichever cow or dwarf is victorius, as a reward, send them to the reward zone so they can soak up that magical purple haze.. haha! That would be so great

    I guess I could also deal with a single dwarf cow-herder telling the cows where to go using dynamic pathing (in other words, make the dwarf actually herd the cows into the pasture), have the dwarf call a command and have the cows calculate a new path towards their grazing field from their current location (make sure you fence it off to keep them cows in line!), and if herded successfully, the dwarf get's his purple haze stuff and all is good.

    Oh, Jackie mentioned flying AI??? how about a Flying cows Simulator? Just find some angel wings, glue them on the back of the cow, and the dwarves will never know what hit them!
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      #32
      Originally posted by Rama View Post
      Wow did you make those animations yourself?! The idle is really really good!
      Oh yeah. Finally seeing the benefit of all the time i spent with cows and sheep. Seriously though, this cow made me want to animate a proper animal, so i'll let you know if i find and animate more herbivores!(imagine a herd of mustangs running across the landscape )


      Btw, everyone is free to use that cow for whatever reason you wish. Consider it a reward for keeping yourselves up to date with Rama's crazy stuff.
      Last edited by Jacky; 08-02-2014, 09:18 PM.
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        #33
        Originally posted by Jacky View Post
        Btw, everyone is free to use that cow for whatever reason you wish. Consider it a reward for keeping yourselves up to date with Rama's crazy stuff.
        Hey that's awesome! Thank you Jacky, I don't have any 4 legged beasts yet, so this will be a lot of fun to play around with! Thanks!
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          #34
          @Rama - Great update!
          The dynamic path finding seems to be working like a charm. It is VERY neat to see the dynamic spheres dropped in the AI's path and watch them make decisions in re-calculating the best route.

          Quick question :: Does this work only on a solid surface? For instance, could you tell a dwarf to jump across a gap if it was small enough? Can the dynamic path system you created do transitions like this?

          Can't wait to see more bud
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            #35
            awesome stuff. So it works with elevation? A heightmap terrain or some area that has steep slopes? You gotta prevent that dwarves from falling to their death, right?

            For instance, could you tell a dwarf to jump across a gap if it was small enough?
            +1 that would be very nice to have

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              #36
              Phenomenal Work as usual Rama!

              Something I've had in mind for a long time is having normal sized characters that have to navigate around physics obstacles while having a giant sized character that just pushes things out of the way in pursuit. I could go nuts with ideas, though don't want to flood you.

              If you're thinking of selling this on the market place, I'd probably buy it if it's in my range

              Out of curiosity, what are the specs of the system you're running the tests on?

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                #37
                Originally posted by alfalfasprossen View Post
                You gotta prevent that dwarves from falling to their death, right?
                Unless they have the intelligence of Lemmings

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                  #38
                  Originally posted by JBaldwin View Post
                  Quick question :: Does this work only on a solid surface? For instance, could you tell a dwarf to jump across a gap if it was small enough? Can the dynamic path system you created do transitions like this?

                  Can't wait to see more bud
                  Funny you should ask Jeremy!

                  I already made a gap detection/jump ability for my AI system in my Victory Game!

                  I had skeletons following me and jumping over gaps that I as the player had to jump over too!

                  So yea I could get that going real quick, already have the code for it!



                  Originally posted by alfalfasprossen View Post
                  awesome stuff. So it works with elevation? A heightmap terrain or some area that has steep slopes? You gotta prevent that dwarves from falling to their death, right?
                  The game I'm working on doesnt have falling damage, but yes I could teach my AI to do anything I want them to do, except maybe juggling. I can't teach them how to do something I"ve not figured out yet myself hee hee!


                  Originally posted by Jacky View Post
                  Oh yeah. Finally seeing the benefit of all the time i spent with cows and sheep. Seriously though, this cow made me want to animate a proper animal, so i'll let you know if i find and animate more herbivores!(imagine a herd of mustangs running across the landscape )
                  Wow, well Jacky that Cow idle anim was especially amazing!

                  It really looks like a living creature now thanks to you!

                  So yea! I am all for seeing more of your animated animal handiwork!



                  Originally posted by Xodroc View Post
                  If you're thinking of selling this on the market place, I'd probably buy it if it's in my range

                  Out of curiosity, what are the specs of the system you're running the tests on?
                  Intel Core i7, GTX 680, and um, I am not sure about the rest but it works


                  Originally posted by DotCam View Post
                  I guess I could also deal with a single dwarf cow-herder telling the cows where to go using dynamic pathing (in other words, make the dwarf actually herd the cows into the pasture), have the dwarf call a command and have the cows calculate a new path towards their grazing field from their current location (make sure you fence it off to keep them cows in line!), and if herded successfully, the dwarf get's his purple haze stuff and all is good.
                  oooh now there's an interesting idea! I will be doing unit control soon so even YOU could be the cow-herder DotCam (optional reward of purple haze even 4 u)!

                  Last edited by Rama; 08-03-2014, 11:38 AM.
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                    #39
                    How does it perform on vast distances? Is it cheaper than Left 4 Dead style AI movement? (Guessing it probably is)

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                      #40
                      As of right now, does this support behavior trees? It would be cool if when you released it (if you do ), it came with a bunch of tasks the creator can use in behavior trees.

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                        #41
                        Originally posted by Xodroc View Post
                        How does it perform on vast distances? Is it cheaper than Left 4 Dead style AI movement? (Guessing it probably is)
                        Actually the larger the distance the better, as I combine open areas into very very large nodes Actually serves to reduce the over all node count. Level streaming should automatically work since new pathing volumes that get streamed in will be detected by the primary pathing engine I created, and added to the calculations.

                        I never assume how many pathing volumes there are and do updates quite frequently.


                        Originally posted by KoldKam View Post
                        As of right now, does this support behavior trees? It would be cool if when you released it (if you do ), it came with a bunch of tasks the creator can use in behavior trees.


                        I already wrote my own AI editor that gives people per-unit AI control.

                        Not per class, per instance of that class!

                        Meaning, you could have two warriors with completely unique AIs

                        My AI supports individual-unit personality

                        And the AI Editor I developed is point and click to use!

                        I've never released a video on this system,but am remaking it using my Victory HUD Elements UI Solution for this new paid project I am working on.

                        So I will have more info and videos when I get that all done!

                        Rama
                        Last edited by Rama; 08-05-2014, 01:03 PM.
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                        Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                          #42
                          Awesome! Sorry for all the questions, but does it also work with instanced foliage as well? I have a huge forest (made of SpeedTrees) and I really do not want to generate a Navigation Mesh each time I add something... lol it takes forever. Thank you! I really appreciate it!

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                            #43
                            Originally posted by KoldKam View Post
                            Awesome! Sorry for all the questions, but does it also work with instanced foliage as well? I have a huge forest (made of SpeedTrees) and I really do not want to generate a Navigation Mesh each time I add something... lol it takes forever. Thank you! I really appreciate it!
                            My system detects overlaps in addition to blocking collisions, so if those foliage instances have any kind of overlap collision (not necessarily blocking) then yes my navigation system will be constantly updating around those foliage actors

                            My system can be made to permanently exclude any actors from collision tests that someone wants to exclude, using just BP.

                            Rama
                            100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                            Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                              #44
                              Congrats rama, glad to see some community members pitch in!

                              I've seen various tools, plugins,integrations, WIPs, prototypes. I'm interested to see what the Victory game entails! haha
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                                #45
                                Originally posted by KRushin View Post
                                Congrats rama, glad to see some community members pitch in!

                                I've seen various tools, plugins,integrations, WIPs, prototypes. I'm interested to see what the Victory game entails! haha
                                Hee hee!


                                I just last night got it so my AI units will all path to and surround a building that is their chosen target, covering all surface area of the building that is on their ground level

                                More videos soon!

                                Rama
                                100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

                                UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

                                Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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