

It was an exciting idea tho, especially given all the off the shelf stuff you can use with the navmesh like steering and formations. In the video below the agent doesn’t change its angle much, even tho I programmed it to do it and it was doing it a week ago… A great demonstration of how hacky and unreliable it is. I thought I came up with a good hack, but it still doesn’t always work, and the dynamic building of individual navmeshes for lots of ships is going to be a problem when battles scale up.

I looked into the new dynamic navmesh for Unity and its ability to be created on surfaces that don’t necessarily have to be horizontal. The current avoidance works ok for smaller obstacles but when things go on for miles in one direction, path finding seems to be necessary.

I added a big derelict alien space craft that is integral to the story and a super cool set piece to fight around and explore, but the AI acts like an idiot ramming itself into the structure with the current avoidance AI. The AI stumbled across the age old robotics problem of escaping a concave obstacle. I have Behavior Trees in and really easy to debug logic now, but the path finding has become an issue.
#SPACE WARFARE SIM LIKE GAMES UPDATE#
Embers of Empire Update – AI Dynamic Navmesh / A Star ExperimentsĮver since this summer I’ve been struggle to make my AI better. Tagged a*, ai, space warfare infinite, space wars, unity jobs. Posted in Dev Log, Embers of Empire, Videos. I figure paths could be generated async with far enough lead time that the ship wont crash. I also want to add a way to cancel a path if the target moves into the open, etc.Īdditionally, I may tap Unity’s job system to let a new thread handle the pathfinding to keep the program from stuttering as it calculates. This will cut down on lots of searches when an AI is just jumping around one asteroid. Also I could figure out a test that determines if a pathfinding can end at an early node because that node has line of sight. I plan to add a way to check if the path brings the ship to an open shot to the target early thus they can abandon the path. If they get too close to an obstacle and its in the way they ask the A* pathfinder to find a path. One challenge is the A* complexity increases as you add a 3rd dimension since you go from testing 8 neighbor nodes per pass to testing 26! Not to mention the vast playing field makes the grid huge!Ī couple things I am doing- AI ships will still do some Raycasting to see if they just have a clear shot to their target. If I can get it to work, I can get my AI to navigate the giant Ember ships during dogfights much more convincingly. Getting a better understanding of algorithms made me want to tackle A* and see if I could create a version adapted to a 3D space game without grinding the framerate to a halt. Recently I been working on Data Structures and Sorting Algorithms and it made me think back to my pathfinding problems I was working on last fall.

(Sorry if I am talking too quietly on video – everyone was asleep in my house!) I have become a better programmer, however, and hope that I can apply some of the things I’ve learned to my gamedev sideprojects. It’s been a bit of gap since my last post and that’s not for want of doing gamedev! I’ve been working on completing a Web Developer program over the last 6 months so I generally have not had much head space to work in Unity and C#. Charles Ciccoretti on Video: Capital Ship vs.Charles Ciccoretti on Dev Log for Space Warfare: Infinite – Beam Weapons are awesome.MikeD on Dev Log for Space Warfare: Infinite – Beam Weapons are awesome.Vinnie on Dev Log: Space Warfare: Infinite – New Game Modes, Gameplay Video for Capital Ship Battle and Patrol.Charles Ciccoretti on ArkaVaders for MiniLD#48 Space Invaders Arkanoid Mash-up.Warning: count(): Parameter must be an array or an object that implements Countable in /homepages/24/d294905284/htdocs/badger/wp-includes/class-wp-comment-query.php on line 405 Space Warfare: Infinite April Developer Log.Embers of Empire Update – AI Dynamic Navmesh / A Star Experiments.Working on a 3D A* algorithm for Embers of Empire.New Levels and Bug Fixes for Piggy Chase.
