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pwnApath (A RunTime Pathfinding Experience)

Discussion in 'Assets and Asset Store' started by LevonRavel, Aug 16, 2014.

  1. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    I am currently developing a new Path Finder without using pathing libs such as A Star, The path finder will be able to create grids at runtime or in the editor. I am also currently implementing a means for ai to cross gaps that are air suspended, such as jumping from one building to another. There are Intelligence level presets that can be adjusted so the ai will roam around until a distance is met. I am looking forward to replies and ideas that can be packed into this path finder, I was in need of something like this a while back and decided to make my own. There is a ton of path finders already out there but implementing runtime is a hassle, I have a simple demo that can be used as a benchmark to see what my path finder is capable of. I have not optimized anything in the scene, I slapped it together as a means to stress the algorithm.

    Left mouse click inside the mini map to place blocks
    press s once your build is completed.
    WDSA - movement;
    B - show / hide Buildings;
    SPACEBAR - Instantiate Enemies;
    https://dl.dropboxusercontent.com/u/179470077/pnwApath/pathfinder.html

    Best Regards,
    Levon M Ravel.

    ---Updates---
    All times Listed
    Pacific Standard
    11.21.2014
    12:44pm

    The pathfinder is nearly completed, I will be putting the asset on the store within this week starting price will be $30 usd. Once all the quirks are worked out the price will double, So far in this edition everything has been simplified. This pathfinder can be used at runtime or in editor I will make a tutorial shortly.

    Steps to create AI

    add PwnManager to a gameObject
    add controller script to enemy

    The pwnmanager has 2 options specify how high to sample the terrain, and how far apart.
    the controller script has a robust option list and I will be getting to this today. For now I will leave on a high note and hope that this will be a nice solution to many pathing options available in todays market.

    10.22.2014
    9:43pm

    I have made some progress and the path finder is now looking up. I can find paths for any grid given at runtime and or before runtime. I no longer use nodes falling into place this method took a long time.


    8.23.2014
    2:59pm

    I have worked out the bugs in the algorithm, I am now making a new demo that will allow you to place blocks down and instantiate the grid-nodes over the blocks. This will help show how helpful this pathfinder really is, I will also make another demo for individual node placement. The demo should be good to go by tonight, Thank you for following.

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    Last edited: Nov 21, 2014
  2. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Hi,
    Instead the 'automatic grid' it's possible to place random waypoints for an outdoor use?
     
  3. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    yes you can manually place the nodes / and or use the grid creator without gravity and set the height to the floor height and it will generate the grid at the floor height. I am working also on a 3d grid to support space path finding or upper and lower level dungeons caves etc. I took a screenshot of the idea and it can be found below

    https://www.dropbox.com/s/ozjz5uqn179o1r5/Screenshot 2014-08-04 21.13.33.png

    Best Regards,
    Levon M Ravel.
     
    Last edited: Aug 17, 2014
  4. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Thanks for the reply. Bookmarked. :cool:
     
  5. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    I am uploading a new demo where I have placed the nodes manually, try not to run into the little blue enemy once you hit it you will have to restart. If you run along the side of the path the enemy will follow you but will never side track off of the path. No problem with the reply, I am trying to make a difference and questions will only help make it better. Thank you for the reply :).

    *Update: there was a bug in my logic that made the game choppy fixed the bug the demo should be working faster now.

    https://dl.dropboxusercontent.com/u/179470077/manualPlacing/manualPlacing.html

    Best Regards
    Levon M Ravel.
     
    Last edited: Aug 17, 2014
  6. OzDave

    OzDave

    Joined:
    May 19, 2008
    Posts:
    144
    This looks really good so far!
    I am keen to watch its progress...
     
  7. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    OzDave Thank you for the reply, I would like to hear any comments or feed back from you and others if you feel intrigued in doing so.

    Best Regards
    Levon M Ravel.
     
  8. LevonRavel

    LevonRavel

    Joined:
    Feb 26, 2014
    Posts:
    177
    Well All sorts of crazy stuff has happened sense my last update, My Mountaineer Mercury took a nose dive bent a valve, My civics transmission went out, My little power house for programming took a S*** <--- power supply.. An to top it all off The internet was disconnected for quite a long time due to the bills above. Thus putting me behind schedule for the past TWO weeks sigh.. I am now back to programming and once again sorry for the above mentioned..