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.
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 system,but am remaking it using my Victory HUD Elements UI Solution for new paid project I am working on.
So I will have more info and videos when I get that all done!
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.
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
If your AI attacks other units though, from a technical standpoint, it would be more efficient for all to attack one target until it is dead, thus decimating the enemies damage-dealing power. But since the poor helpless castle can’t fight back…
next step: add towers that shoot and thus are priority targets?
I really love your videos ! They are always so much fun.
I LOL’d when your dwarves started making grunting noises… I thought at first it was you grunting into the mic!! haha
Nice work as always! Your dynamic pathing system is coming along really well, what are your plans for it when you are finished? A possible Marketplace item??
Flippin amazing ! I was thinking about tackling something like for the maze generator. You are using a Spatial data structure right ? Octrees ? BVH ? Binary Tree ? Quadtrees ? I must know more!
I should say i didn’t read the thread, im on 56k atm so i had to go steal the free wifi at the coffee shoppe to watch the video and the site is loading posts so slow lol. If you already said how you did it forgive me while i wait for days. lol
Hee hee! Actually I really like the grunting noises too! I dont know where Epic got those sounds from! I hope someone at Epic was making those noises into the mic! (its all from the RTS Sample )
Yes some variant of my AI system would surely make a fun Marketplace item!
I do have plans in that regard
Hee hee!
!
Your cows are the next playable unit!
I bet most people wont guess what their ability will be… hee hee! (feel free to try though)
I got big plans for my AI editor for two of the projects I am currently working on, so yes I will have videos soon as I can! Thanks for asking!
Lovely to hear from you !
I am using my own algorithm that doesn’t have any name I know of, cause I wrote it myself It involves doing a spatial analysis of a series of nodes and find the closest nodes to the goal that are also touching the current node.
The whole thing relies on some awesome functions that you can find in Box.h in UE4’s code base.
None of my internal algorithms ever end up being too complicated, my policy is that if my code is getting overly complicated, I must be doing something wrong / very inefficient.
As a result I tend to rewrite my code a lot, and by the time I am done I am often surprised at how simple it becomes.
I never take other people’s code or algorithms, I always write my own, so I understand it all from the ground up. I just use Epic’s functions and write my own code
With the Warrior’s Power of Persistence I always find a way
Well, that might just be the most creative way to make a dynamically placed forest at runtime I have ever seen!
Another really cool video ! I could watch these all day.