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

pure fun :smiley:
and a nice system by the way.

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? :smiley:

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!! :stuck_out_tongue: 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?? :slight_smile:

They are getting smarter and more violent! :eek:

Contrary to alfalfasprossen’s suggestion i like that they are picking an unattacked target. It would be nice to watch them plunder a village. :slight_smile:

Excellent work as usual ! Do you think that you could make a video of you setting up AI with your system and how your AI editor works? Thank you! :slight_smile:

is really cool stuff. I’ll be sure to show our AI developer.

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

Amazing work once again .

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 :slight_smile: )

Yes some variant of my AI system would surely make a fun Marketplace item!

I do have plans in that regard :slight_smile:

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! :slight_smile:

Lovely to hear from you ! :slight_smile:

I am using my own algorithm that doesn’t have any name I know of, cause I wrote it myself :slight_smile: 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. :slight_smile:

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 :slight_smile:

With the Warrior’s Power of Persistence I always find a way :slight_smile:

that’s what you see in my latest video!

All my own code having a Party blowing stuff up!

https://youtube.com/gjCDA_FiVxk

** AI Battles**

is my latest AI progress video!

Enjoy!

Features:

  1. Programmatic setting of team color, that can be completely customized in BP

  2. AI pathing around obstacles

  3. AI direct pathing to chosen target

  4. AI moving around friendly AI units to get to open spot on target

  5. AI battles!

  6. AI damage to each other

  7. AI auto targeting buildings after all defenders…transmuted.

  8. A Surprise!

https://youtube.com/QOkRnxSxUrM

Well, that might just be the most creative way to make a dynamically placed forest at runtime I have ever seen! :stuck_out_tongue:
Another really cool video ! I could watch these all day. :wink:

I was expecting them to turn into Ents at some point and keep attacking. :smiley: That should definitely be the next phase. :slight_smile:

Hee hee!

That’s the secret of how forests are made! Higher dimensional dwarves battling it out gave birth to the forests of planet earth :slight_smile:

Many of the dwarves who lost the battle and became trees came to feel they actually won, cause being a tree is fun!

Hee heee!

Well if you can animate a tree like you did that cow then I can make it do stuff! Hee hee!

Looking good! You should have them make a sound when you drop them from the sky, sort of like maxwell the pigs “weeeee!” or something. =)

Hee heeeeeee!

Haha, Looks really good. If I might ask. How are you applying the damage? Is it animation based? Or just a set timer that you use? Or is it when weapon collides with the enemy? I’m using an animation based one and once the animation is set off even if the target is 10000 range away he’ll still get hit :stuck_out_tongue:

I am using an anim notify that calls a C++ function, you could just as easily call a function in your character (cast from Try Get Pawn in Anim BP)

You can then do a distance check to your current target to make sure they are still in range when the anim notify wants to apply damage!

:slight_smile:

Sexy thanks mate! I was missing the distance check then haha

Looking good! Navigation implementation looks great - what was so limiting on the built-in navmeshes that you felt you required your own? (Since they can be recomputed on the fly)

I sense an Avatar reference in your video… the borrowed energy of the body being returned to the earth upon death. :wink:

When recomputing a built-in navmesh on the fly, I experience performance problems. I have a huge forest and navmeshes just take too long to build for me as well. It would be great if 's system was integrated into the engine as an optional alternative to the built-in navmeshes. I would love . :smiley:

That’s interesting, I’ve never seen Avatar, I just wanted to do something cute, and show people how forests are really formed = higher dimensional dwarves battling it out :slight_smile:

Hee hee!

What was limiting was that I could not figure out how to get into their core navigation code to override or re-write parts of it to suit my needs for individual characters and expressing personality / not all going in a straight path to the target.

Just yesterday I finally figured out how to make my own custom versions of Epic’s core navigation components so I can write customized AI using their pathing system! Will be posting video soon :slight_smile: