Great stream, and thanks for the shout out!
pretty much got me started back in April by helping me transition to instanced meshes and collision volumes for tile interaction, as well as ideas about structs and arrays. Been learning and iterating ever since. Looking forward to checking out the content example from the stream. I don’t think I would do much with quad trees, but I am sure there are tons of little things that I can learn from in random areas of the blueprints.
Hoping to reach a good stopping point with the generator in the next couple months and move on to my own system of pathfinding.
I am interested in the Navmesh though. Looking at the nodes available in blueprint, I am not exactly sure what I would be able to do with it procedurally. There are a lot of “Cast to Nav” options in the context menu though. Is that basically how you get into the inner workings of Navmesh or are those dead ends? The plain Navmesh nodes don’t seem to give enough access, especially when it comes to Set.
Off the top of my head, here is a list of things I would need access to in blueprint:
- Set each grid point of the navmesh(feed my vector array into it)
- Set a cost for each point, perhaps with the ability to alter specific tile costs on a per unit basis
- Have multiple types of points(ex: land/water)… or maybe could be separate Navmeshes
- A way to set objectives
- A way to retrieve all relevant path information
- Ability to generate and regenerate an arbitrary number of Navmeshes at any time(for each faction, different unit type, etc)
- Really any controls that give more flexibility for unique situations
Not sure what else might be useful off the top of my head, but if I can at least access that much then I might be able to make it pretty far with just that.
I can create a pathfinding solution myself, but I like idea of using Navmesh as the foundation even if only for performance reasons. Lots of simultaneous pathfinding needs in a Civ game.
Thanks again for the stream , and FYI, I pronounce my user name as Zeus-tee-ack.