I have been doing a deep dive into AI navigation. I have a few questions.
What is the best ways to implement pathfinding variations in AI pathing?
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Get random reachable locations in range of target. But this really only effects the AI path once they are close to the target goal. They will still end up following the exact same paths further away.
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Custom calculations bast off path points and add offsets.
This seems difficult though because offsets might be placed in non navigable areas.
3.Custom built pathing altogether? I wouldn’t even know where to begin with this.
I will explain what I want and see if someone has an idea on how to achieve this.
AI gets a goal to move towards.
The path generates in a way that is a good distance away from objects. I hate it when IA is rubbing the objects the whole time. Its unnatural.
I’d like the paths to have variation so that every path is not the exact same when the goal is at a good distance. I’d like them to be randomly generated to stay within 10ft of the original path.
How do you handle the AI steering around the player character if you are in the way?
I know there is crowd controller but I never like the results of this.
Is what I want to much? Maybe that’s why Mercuna wants $$$$ even for indie devs.
There doesn’t seem to be much info on better pathfinding.
Are there built in engine level things that I’m not aware of?
I have found lots of people throwing out ideas on reddit but non are very intuitive.
Can the nav mesh be weighted somehow so that near objects it costs slightly more? that way the AI can still walk if it needs to but will avoid it if not.
I’d like to not have to place custom nav modifiers everywhere. that doesn’t feel right either.
