Is it a puzzle game?
Xcrypt
Creator of
Recent community posts
Dev Log #19 (Chapter Enemy AI):
In the last few days, I have been making air pathfinding work. With the extra pathfinding dimension, it's really tough on performance, since there's a whole dimension of extra graph nodes to search. But I think by having made the grid size somewhat larger and tweaking around with some settings, it manages to do a fairly decent job for our game. Here's a preview of it in action.
Dev Log #18 (Chapter Enemy AI):
I have optimized the pathfinding system and modified it to use flowfields instead of regular A*.
It increased our pathfinding speed such that even lower end computers will be able to run 200 agents at the same time, which is exactly what we needed to ensure smooth gameplay for everyone.
We also have a new addition to the team. We are now 3 people: the programmer (me), a 3D artist, and a 3D animator. We are nearing our release deadline for the demo, and have most of the gameplay systems in place already. So in the near future the game will start becoming a lot more visually expressive.
EDIT: ok ok, I know you want images. Here's a volume mesh I made recently for the air pathfinding, of which you'll see more soon!
Dev Log #17 (Chapter Enemy AI):
Ok, the group pathfinding is starting to take some shape. I managed to get up to 250 enemies working smoothly. I've tried to get up to 500 with using multi-scene physics and other optimizations, but the things I tried either don't benefit performance or have too much precision loss. I'm legit curious as to how I would simulate any more, but that will have be a topic for another project.
250 Agents:
Dev Log #16 (Chapter Enemy AI):
I've been having some delay. I thought I would have been able to show off group pathfinding by now but I have been stuck with improving and debugging single unit pathfinding. At least I managed to make the agent move fairly smoothly now. I have been trying to mess with steering behaviours to achieve smooth motion, with little success. What ended up working better for me is fiddling more with my funneling algorithm to improve the placement of the corners.
Dev Log #15 (Chapter Enemy AI):
The past week I've been dealing with exams and the GMTK gamejam, but since that is now over updates are going to come for Project PvP again! For the past few days I've been implenting path correcting/funneling, which takes the raw path output from the navmesh and converts it into a more optimal and aesthetic straight path. This was quite a bit harder than I thought it would be. Implementing my own navmesh pathfinding system from scratch is not a walk in the park, but hey I'm learning :)
Devlog #14 (Chapter Enemy AI):
I've sped up the pathfinding x5 by optimizing datastructures, precomputing some data and multithreading the whole thing. Now my computer runs at 500fps+ with 40 agents all doing single target pathfinding. So I think that will be good enough for our game, since we still need to implement group based pathfinding and that will be faster. I also had to spend some days correcting another problem with the navmesh, but thankfully that problem is fixed now.
In the video, you can see a demo of 80 agents dynamically following the player. It is early stage, since the path and movement still need to be adjusted, but it already looks kind of fun!