![]() ![]() What we came up with was a sort of message-passing system. So how do they know when they’re done moving? Two clicks and we’ve already hit our first issue! At best, the others will be adjacent to that one who made it. If I select a few of our Doughboy units and ask them to move to the exact same location, only one of them is going to actually make it there. I thought we were pretty well covered with that. Both Unity and UE4 have about the same level of support today though tuned a bit better (though UE4 offers better low-level access). ![]() All in all, if I selected a single unit and right clicked a pathable location, I could expect it to get there eventually. Unfortunately, pathfinding was implemented almost entirely in unreachable engine code which we could not modify in UDK. UDK (Unreal Engine 3’s SDK) supports A* pathfinding in a navmesh-based space, and has pretty effective (if finicky) navmesh generation. Our game is about executing big plays in quick brawls so our priorities were “responsive over realistic,” and “direct-control over coordinated formations.” Think more Starcraft than Age of Empires. In RTS movement, some players want realistic, slow-rotating tanks and squads of infantry hustling together like Company of Heroes. I’d probably just upset you, honestly ) Goals A practical knowledge of 3D math is assumed, but a phD in AI is not recommended. ![]() So let’s focus on the nitty-gritty details of making basic pathfinding look and feel good for players under practical game constraints. The industry’s had excellent minds on this problem for over two decades, and you and I have little hope of catching up over an afternoon coffee. What follows are by no means state of the art solutions. ![]()
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