Hi everybody,
I want to present a new Unity3D tool : Pathfinding Engine.
Pathfinding Engine is an easy to use and fast A* path-finding solution. It auto-generates navigational grids and support dynamic obstacles.
The package comes with example scripts, ready to be adapted to any game implementation.
It good but I don’t like the way it keeps twitching between up and left/right one at a time when traveling diagonally. I’d prefer a Lerp if there is a clear path to the destination.
My idea is to create an economic pathfinding system with a correct initial version.
When this asset will be available in asset store I will update with other features in future:
-support to 2d ( ready in 2 weeks )
-dynamic avoidance between agents ( ready in 4 weeks)
-generate a better smooth path (ready in 2 weeks )
Other ideas can be added if community take into consideration.
I would suggest that you change the layout of your example scenes. Currently they are pretty much identical to the ones I include in my A* Pathfinding Project, you even seem to be using the exact same materials that I created.
I haven’t checked if you are also using code from my project, I hope not.
Comparison (this is from the A* Pathfinding Project):
Hi Aron.
First : sorry if any example is similar but if itt’s a problem I will change it soon as posible.
Second: all code i write myself and my asset haven’t same level than yours.
My asset is more simple.
If you have any question more send me a email and i will respond you all without problems.
The purpose of Pathfinding Engine is to provide game developers with a robust ,well documented and easy-to-use toolkit for pathfinding with a CHEAP PRICE.
My idea is to create a correct and low-cost solution : 10 or 15$.
Clicking multiple times on a point causes the robots to go back and forth where they currently stay. After the last one, they’ll go to the planned point.
If they starting to go to the specific point, the framerate drops for a split second but goes then back to normal again.
Hi Mauri.
I´m working about your first issue and I will find a solution in several days: I need to implement a function to check the generated path with the actual position agent because exists a time between the moment you click a destination and the moment the path to go to destination is generated.
About the frame rate , in Pathfinding Engine code , you can find a variable , that if you change, will be solved.
First of all I want to thank you for the contributions of Sootie8 and Mauri.
Thanks to them I have focused my attention on solving various problems.
I have improved the smoothness of the path, I have improved the generation of routes that have not backwards (although needs a bit more work) and optimized the framerate in some examples.
Now the main post examples are updated. Thanks a lot.
Compared to A* pathfinding , stress test seems not so powerfull.
How easy to generate navmesh ? some parameters ? will it be editable ?
How to tweak navmesh navigtaion calculation , like one call only for some project or several for dynamic advoidance ?
The navigation agent works with a single instruction: agent.GoTo (point)
Right now I’m working on the user manual and hope to get soon: maybe tonight or tomorrow.
The collision avoidance will be something to add in the future after the Pathfinding Engine be published in the asset store.
On the stress test will try to create a harder test.