Rama
(Rama)
November 9, 2015, 10:40am
150
's Physics Character Pathing System
One of my favorite AI Victories!
I overrode and rewrote large portions of Epic’s Character AI Pathing system to work with physics simulating characters!
There’s no native support for , but using some of my own functions that I’ve been writing for my physics multiplayer game, I was able to do it!
Epic very nicely exposed as virtual all the functions I needed to override, thank you Epic!
Here is the result!
https://youtube.com/osC5GI_t7Ic
**PhysX Creature That Can Navigate the UE4 World ~ Evolution**
I then evolved system into my own game here:
https://youtube.com/d7mAhStMABo
PhysX Creature Navigating In Dynamically Generated World
core C++ coding research then enabled me to do what you see in video with my in-game level editor and some physx-simulating ball creatures!
https://youtube.com/DtTN52_oTfQ
knpc
(knpc)
November 9, 2015, 2:37pm
151
Very awesome AI pathing projects thanks for sharing.
SaviorNT
(SaviorNT)
November 9, 2015, 2:58pm
152
Was looking over the thread, and could possibly be pretty useful to me, as I am always in search of the next optimization. In regards to the cow mesh + animation, are your cows able to do :?
https://youtube.com/aFxquCZehFk
Rama
(Rama)
November 9, 2015, 11:41pm
153
Was looking over the thread, and could possibly be pretty useful to me, as I am always in search of the next optimization. In regards to the cow mesh + animation, are your cows able to do :?
I loved the backflip at the very end
Also the sub-dividing cows were great
NegInfinity
(NegInfinity)
November 18, 2015, 5:20pm
155
Would be nice to see some code, though. Or pseudocode.
I’m working with root-motion based locomotion at the moment, and snippets would help.
Rama
(Rama)
June 24, 2016, 9:58pm
156
Hee hee! Very nice to hear from you !
wellbye
(wellbye)
November 4, 2016, 8:19am
158
great work~
but, where is the code or built plugin?..
burak.io
(burak.io)
November 4, 2016, 3:32pm
159
Yeah, that would be perfect if you can share or sell your system,