![]() However after the release, we have realized that it would be reasonable to include basic avoidance in the Path package. So for Apex Path we have left out all steering, except steering for path, however the foundation is there, so everyone can write their own steering logic or they can buy our next package. We have a number of products lined up, and we want to have each product deliver a very specific functionality and let it be up to people to buy the modules they need. These two are the reasons we created the product. Due to the uniform nature of the grid, it is much easier (and cheaper) to get information about any given cell and its surroundings, applying costs dynamically etc. The second is intel gathering for the AI. destruction or building of level geometry at runtime. ![]() The first is as you mentioned, dynamic obstacles and dynamic updates in general, i.e. There are two main advantages as wee see it. It is true that Nav Meshes generally will have a lower node count than grids, which means better A* performance.īut A* performance will rarely be a problem, partly because it can run in another thread and partly because even if grids are slightly slower on average, they are still fast, under 1 ms per request on a mid sized grid.īut on to your actual question. the video is demonstrating dynamic pathfinding and the agents don't really have any steering at all, they are moving randomly around avoiding the falling boxes, our first version is not going to include steering, but we have already prepared for it, so if you like you can just extend it by use our API and write you own behaviours, what kind of steering behaviours would you like? Thanks for showing interest, I really appreciate Regarding price we haven't decided on the exact price yet, but I am pretty sure it is going to be mid range, meaning you will be able to find pathfinding solutions that are cheaper but definitely also some that are more A space game sounds fun! our first release supports height maps, so things moving on some sort of ground, but it could be interesting maybe in a future release to be able to support games like yours, I'll definitely keep it in mind and add it to our About the video I have attached, you are absolutely right the agents are bumping into another etc. Dynamic pathfinding supporting fully dynamic obstacles and changing level geometry. ![]()
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