I’d like to share something, we are currently working on here at Apex Game Tools, called Advanced Dynamic Obstacles.
Advanced Dynamic Obstacles is an add-on to our Apex Path package in the Asset Store, in Apex Path we already have dynamic obstacles, it is a basic implementation that is well performing and suited for many games’ requirements.
Advanced Dynamic Obstacles are not axis aligned, meaning that they only block the cells they actually cover, regardless of rotation, size and velocity.
Advanced Dynamic Obstacles also add support for any kind of convex mesh to be used as a dynamic obstacle.
All this is supported while still maintaining the expected high performance.
The video attached showcases the possibilities, the precision and performance.
We are expecting to release Advanced Dynamic Obstacles by the end of November 2014.
If you haven’t already checked out Apex Path, it is available in the Asset Store here.
More information about Apex Path can be found here.
Update
We are releasing Apex Advanced Dynamic Obstacles start next week!
If you have Apex Path v1.2.3 or higher and you have allowed it to check for updates you will automatic be notified as soon as it’s ready.
We have more work in progress
We have a lot of amazing functionality and feature planed Steering, Formations, AI tool etc. our Steering package is up next and it is already looking really fluid, you can expect to see some early Steering tech demo’s later this month, if you are interested in any of these areas Pathfinding, Steering, Formations and AI, I’ll highly recommend you sign up for our news letter.
Great stuff! I’m looking forward to the steering addon mostly but this is a nice little extension as well. I realise you don’t ideally want to be working toward a beta engine but will Path, Dynamic Obstacles and the eventual Steering be usable in Unity 5?
Sorry for the late reply!
Glad to hear you like the demo and that you are looking forward to our Steering module!
All our modules will get updated so they will work in Unity 5, we have already started identifying where we need to adjust etc. so when Unity 5 is released we will very shortly after be ready with updates.