[Request] Path finding / Navmesh for Flight Sims and Space Sims

So this is more or less just a general request for an addition to the current path finding / Navmesh solution in unreal 4.

Currently the path finding is limited to objects on the ground and things that have collision - Example: BSP, Static Meshes, terrain, etc.

I need something that can make pathfinding possible in a full 3D space not just on the ground.

I know that this was said in a previous live stream that your focus is not on this at the moment.
But would it be possible to open a ticket for path finding for games such as space sims and flight sims?

Where the majority of the players and AI’s time is spent in the Air/Void.

Just curious and thank you for your time,

HeadClot

Someone in the forums posted a downloadable project with flying AI, maybe you could take a look into it

Hope it helps

  • Nesjett

My understanding generally of pathfinding is that using it in a fully 3D space is very performance intensive, IIRC exponentially moreso than pathfinding on a 2D plane.

The thing is, with a space/flight based game, unless you’re building Descent, odds are most of the time pathfinding is overkill. When a ship can move freely through the air, you can USUALLY get it from A to B just by pointing it in a straight line toward the target. So what you really need isn’t pathfinding, it’s obstacle avoidance… You might find that something like RVOAvoidance + simple linear movement commands are more performant and effective than proper 3D pathfinding anyway.

Hey Nesjett,

I saw that tutorial - The problem I am facing is I need to get those target points in areas across a very large area in a short amount of time.

I am using the world composition tools for reference so manually placing each target point across multiple levels is not an option for me.

That said - maybe a community made tool would be helpful for such a situation?

Here is the tutorial and the Thread for reference.

  • HeadClot

Well, I’ve been thinking about this for a long time. I ended up with an A* + Octrees approach. But I haven’t had time to implement it… Actually, Peter L. Newtons idea is very neat.

I would honestly pay or even donate for such a system. Just saying.

Really is and rather ingenious to be honest. :slight_smile:

Whoa - Thanks for this info! I had no Idea!

Thanks!

I also googled this an it turns out that RVO avodiance is in Unreal engine 4 as of 4.6

http://www.piinecone.com/ <- Scroll down a little bit :slight_smile: