In an attempt to speed up the pathfinding.

Profile
None
This blog is about developing a fast passfinding solution in complex dynamic conditions. Just imagine a real furious chase in the game.
0 comments
1 followers
7 entries
Advertisement
MaximSnd
May 17, 2024
Testing the concept of dynamic navigation layers

The dynamic pathfinding layer is a combination of navigation and control logic. It's not like in navmesh. In the video, two layers play with each other. Without a player. This is done as an example, but the developer can add a third, fourth, etc. layer, can include agent reactions to the player, et…

408 views
MaximSnd
January 08, 2024
Agents try to hide behind suitable shelters. Dynamic emulation. Third person view.


 

Dynamic emulation of the pursuit of living beings by the player. Agents try to hide behind suitable shelters. Objects that are not suitable for shelter are considered obstacles. 

Third person view.​

954 views
MaximSnd
January 04, 2024
Emulation of living creatures running away from the player

Here is the emulation of living creatures running away from the player. I note that the behavior is quite interesting to customize and this gives many options.

4,783 views
MaximSnd
December 05, 2023
Multi-target dynamic pathfinding

Another stage of development of fast pathfinding has been completed. Dynamic multi-targets are now available. Any normal number of dynamic targets is possible. Any scenarios for the distribution of agents and targets that you wish are also possible.

999 views
MaximSnd
September 13, 2023
Dynamic Pathfinding in Unity

Continued work on a fast pathfinding solution. Now the movement of agents is more interesting. Agent behavior will continue to improve, I hope. 

I would like to point out some of the main advantages of my solution.

  • Speed, performance and low consumption of CPU resources.
  • Ability to use complex an…
1,277 views
MaximSnd
July 13, 2023
Fast Pathfinding. Porting code to Unity

Now development has been moved to Unity. Further, it is planned to optimize and improve the code. Another of the plans is to implement automatic distribution of congestion on the map.

Some people told me it was so fast because it was a raylib.

For porting 3d space was used as it is a very highly comp…

1,863 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
10 Followers
15 Entries
11 Followers
johnhattan
Programmer
1,277 Entries
48 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement