@@Illumina1414 In that way yes, if you bruteforce it is bad. However you can easily debug it with the new "points" system, and it is the fastest alternative.
Oh my god I relate so much to this video. The roblox pathfinding system actually annoys me so goddamn much. When it comes to making NPCS chase you they act so stupid or repeatedly stutter
Yeah, stuff like the crappy random zombies in games where you mass kill things such as enemies. (such as survive and kill the killers in Area 51) They simply just walk to the nearest players direction and that’s it, so idiotic, can’t even avoid obstacles.
@@ArtucoDev how about painstakingly go through every single 1 cm tall block in the game and add a pathfinding link and script the npc to jump at that specific pathfinding link
i love how he becomes more and more insane and torturous in his procedures, man goes from lightly berating him to decapitating him and putting his head in a jar. it's like he's trying to get information out of the NPC by torturing him
why is he slowly making the npc torture severe edit : by playing westbound and using the 'Call horse' feature, I'm starting to dislike Roblox pathfinding
agreed. the horse spawns where in the opposite direction you are walking in and then it just doesn't come to you. if you like westbound maybe we can play sometime. I love that game
Roblox engineers have to make a lot of generalizations. One example I can see is how the custom characters are walking horizontally. Roblox assumes the character is effectively a cylinder with whatever height and width given by the developer, so it doesn't find the path in that scenario. Not to mention the custom pathfinding is a snail compared to the built-in nav mesh to generate. It takes skill to optimize something like that to be that fast well.
Roblox definently could fix it, they just choose not to.. as doing so would not result in a profit.. and thats why I stopped using it as a game engine.. so much more freedom and control with unity and C#
@@Minecraft-3699 they don't need to do a lot of the things they do just for a profit, in fact it frequently results in problems for them when they try to revamp something, like the Talent Hub or the Developer Docs. People said that the original versions of those 2 were better than the current one, and Roblox sure as hell isn't making any money by making mistakes by trying to modernize. What does Unity's built-in navigation do better than Roblox's? And "Roblox is a terrible game engine"? Unity doesn't have Humanoids, data storage, free online servers and all, so Roblox is better than Unity in many ways. I have yet to see a game that can't be recreated in Roblox. (Also, ending every sentence with ... is annoying to read)
Honestly the PathfindingService is one of the most confusing APIs I've ever tried using. I mean I could wrap my head around it eventually but it just feels like such a pain to do every time I have to deal with it. But that doesn't mean it's less efficient than this video's way. I'd rather figure out a way by spamming raycasts and then hoping it would be a more versatile system while hopefully being just as efficient
the click to move uses the path finding as well, in some cases this is annoying (like when it decides not to climb ladders) but in other cases it makes sense. prevent you from just being able to beat parkour/obby with just click to move
Roblox pathfinding is really designed for common and generic cases, it also saves a lot of process because they clearly chose a more amplified grid that does not allow it to be precise, there is no perfect pathfinding, you can do it to your liking, make a 3D pathfinding that is compatible with everything is expensive, but if your game is only handled in X and Z you can do a much simpler 2D path finding.
Currently working on a project with someome called Polaris-Nav. Allows you to create and edit navmeshes for roblox. Planning on adding Npc behaviour trees and much more.
The issue with roblox's pathfinding is it uses a pretty crappy low-resolution navmesh, each vert is on a 4x4 grid. Idealy, and how every other game engine ever does it, it should just get the level geometry removing any faces that are at too steep an angle and connecting any islands where possible. Your method, although it works is a pretty poor implementation, using a basic grid-based flood fill algorithm which is less precise only being able to go to specific points and is slow.
@@UltimaDoombotMK1 not really, just because this guys implementation works doesnt make it any better that Roblox's built in one. They are for 2 very different use cases, Roblox's is good for generalised open world pathfinding. This guys is for tight maneuvers nothing more.
Bro this guy just went to testing roblox’s pathfinding to literally making it look to the things that he could’ve done if he was a good pathfinding bot
When I think people could actually use it. It's too slow and inaccurate for anyone to find use for it yet. Some people are asking for part 2 but it's going to be really annoying to do. I'll do it if this comment gets 10 likes.
I agree. I try to make monster that chase you and they get stuck on EVERYTHING! I ALWAYS have to put an invisible barrier on EVERY direction for it to work!
the pathfinding npc was traumatized for 12 years after the incident and grew up to be a depressed homeless person later on he died due to lung cancer from cigarettes
The path finding npc doesn’t deserve this! First it was Roblox’s fault, not the npc’s, and second off, even if it was his fault, he shouldn’t be tortured for failure? He should be helped, not imprisoned! :(
I want horror survival where the enemies are slightly slower than you, but have impeccable parkour skills and will follow you anywhere if it knows where you are
I have been trying for the past month or so to get BASIC NPCs working with Pathfinding. I have gone far beyond the point of even wanting to re-read the same pages again to achieve the same results that do not work. Thank GOD I am not the only one losing my mind about this.
It works most the time, and faster than what you made. Are those even humanoids? Maybe the nav mesh would reveal something? The characters are also walking horizontally, which allows then to walk on narrower spaces. If you had made the AgentRadius parameter of CreatePath to be the same as the width when going horizontally, maybe Roblox would have found a path, although, I have no reason to believe you didn't if you wanted a fair comparison.
Bro it's clickbait. Of course roblox's pathfinding is more efficient. That being said, what I've made does have advantages over pathfinding service. It can jump farther and do wraparounds, and I have plans on making it better.
Quite simple truth is the entire Roblox site and games use 2009 - 2012 code and has not been updated since 2012 but with the acception of ground-breaking bugs that would cause a loss of profit (or minor upgrade's to drive inventors in for more profit), but of course pathfinding ai was still quite good even in 2012. The point that I'm making is Roblox did not have enough money for advanced coding etc at that time hence garbage ai, however Roblox in the modern times (2015 - now) does not want to spend money improving its site to actually function on modern devices and codes because that cost's "cash" and Capitalist company's do not like improving an existing service when it cost's them money and less profit due to investors dropping out (if that happens).
The text on 1:56 is "I BETTER NOT SEE COMMENTS ABOUD ME BEING A BABY" and the text on 3:30 was "IK people like to call them wraparounds but that name is lame" im bored so i did this
Oh That Explains Why The Zombies On Recoil Zombies,Project Lazarus: Zombies And Michaels Zombies Always Seems To Get Stuck In Corners And Walls All Over The Map Which At Final Zombies Of Every Round You Need To Walk The Entire Map Just To Find Them And Kill Them So That The Round Changes
Your telling me, this entire time i thought the rest of the community called it a neo, even though they call it a wrap around?! What did they get the inspiration from, a burrito? "Oh yeah dude i found this new jump thing you could do thats probably been on minecraft for years anyways even though it would be cooler to call it a neo, im gonna call it a wrap around because im eating a bean cheese burrito right now and the tortilla is wrapped around the ingredients and therefore giving this movement.. tech thing a horrible name." I cant man, i cant
imagine a monester chasing after you in like a horror game and it strats doing wrap arounds
nice england
the scariest thing that happens is when the monster starts wall jumping and re-adds corner clipping for its own benefit
Looks like your N in the 3rd word should have been an L
@@UsernameDoesntCare monster dedicated to get his cupcake
@@paranthesisism EDP
Imagine giving your game engine such bad path finding that your playerbase creates a better program using the EXACT SAME engine.
Not only that but it was done INSIDE the engine unlike the limitless possibilities that roblox could have added to make their's better
This video is outdated. They overhauled the system.
@@Forcoy
It’s still funny that it happened and in other instances too tho.
the method this guy is using is VERY inefficient and optimized i wouldnt consider this better
@@Illumina1414 In that way yes, if you bruteforce it is bad. However you can easily debug it with the new "points" system, and it is the fastest alternative.
Oh my god I relate so much to this video. The roblox pathfinding system actually annoys me so goddamn much. When it comes to making NPCS chase you they act so stupid or repeatedly stutter
Try setting the network owner of your NPC's primary part to nil.
im afraid the stuttering is an error on your end
for whatever reason i managed to solve the stuttering, i still dislike the pathfinding behaviour though
Yeah, stuff like the crappy random zombies in games where you mass kill things such as enemies. (such as survive and kill the killers in Area 51) They simply just walk to the nearest players direction and that’s it, so idiotic, can’t even avoid obstacles.
easy just use rufus14's AI
In my game i made NPCs that chase the player but they just get stuck everywhere. Glad to see there is atleast someone who can relate.
same arth!!!!!!!!!!!!!!!!!!!!!!
@@bloodbonnieking yeah but i cant modify roblox's pathfinding algorythm to make the enemies stop thinking they cant jump a 1 cm tall block
@@ArtucoDev how about painstakingly go through every single 1 cm tall block in the game and add a pathfinding link and script the npc to jump at that specific pathfinding link
@@dumb214 i will take that as irony not an actul suggestion
i love how he becomes more and more insane and torturous in his procedures, man goes from lightly berating him to decapitating him and putting his head in a jar. it's like he's trying to get information out of the NPC by torturing him
don't forget how he stretched the NPC's legs to the point where it had blood going down it's right leg
@@funnijesterguy *left leg* 🗿
@@funnijesterguy I’m pretty sure that signifies the npc cut himself!!
why is he slowly making the npc torture severe
edit : by playing westbound and using the 'Call horse' feature, I'm starting to dislike Roblox pathfinding
because he deserves it
agreed. the horse spawns where in the opposite direction you are walking in and then it just doesn't come to you. if you like westbound maybe we can play sometime. I love that game
same
@@anidiot4108 if it's parental discipline should I put my child on *"THE JAR"*
Used to play same
it would be way more useful if PathfindingService told you which part of the path it could do and the part of the path it couldn’t do.
I think it can actually
@@eleos5 fr? I’ve never been able to figure out how to do it
@@AdenRc The pathfinding creates some "position nodes" (that's how I call it), so you can just loop through them
This video is outdated. They overhauled the system.
@@Forcoy okay, but is it better?
Legend says Pathfinding NPC is still watching the better Pathfinding AI
You're a better programmer then a multimillion-dollar company
Roblox engineers have to make a lot of generalizations. One example I can see is how the custom characters are walking horizontally. Roblox assumes the character is effectively a cylinder with whatever height and width given by the developer, so it doesn't find the path in that scenario.
Not to mention the custom pathfinding is a snail compared to the built-in nav mesh to generate. It takes skill to optimize something like that to be that fast well.
Roblox definently could fix it, they just choose not to.. as doing so would not result in a profit.. and thats why I stopped using it as a game engine.. so much more freedom and control with unity and C#
and that company owns the most popular game in america and throughout europe
@@OscarBobbIsTheGOAT roblox isn't a game.. its a terrible game *engine* and platform for games made with that game engine
@@Minecraft-3699 they don't need to do a lot of the things they do just for a profit, in fact it frequently results in problems for them when they try to revamp something, like the Talent Hub or the Developer Docs. People said that the original versions of those 2 were better than the current one, and Roblox sure as hell isn't making any money by making mistakes by trying to modernize.
What does Unity's built-in navigation do better than Roblox's?
And "Roblox is a terrible game engine"? Unity doesn't have Humanoids, data storage, free online servers and all, so Roblox is better than Unity in many ways. I have yet to see a game that can't be recreated in Roblox.
(Also, ending every sentence with ... is annoying to read)
This video literally replicates the rage I go through whenever pathfindingservice fails me which- is very often.
now to test the true capability of the pathfinding AI: get it to do a 13 stud jump and an 11 stud wraparound (neo)
Someone made a pathfinding ai that complete toh
naaah bro get the ai to do tower of revolving fates
@@namelastname6884 ayo jtoh player
@@zuffusproductions2142 ye
@@crystalizationism toh is easy
Honestly the PathfindingService is one of the most confusing APIs I've ever tried using. I mean I could wrap my head around it eventually but it just feels like such a pain to do every time I have to deal with it. But that doesn't mean it's less efficient than this video's way. I'd rather figure out a way by spamming raycasts and then hoping it would be a more versatile system while hopefully being just as efficient
hi buddy :)
@@xDicemiceterxew.
the click to move uses the path finding as well, in some cases this is annoying (like when it decides not to climb ladders) but in other cases it makes sense. prevent you from just being able to beat parkour/obby with just click to move
You can edit the player module to make it climb.
Imagine escaping from a monster in a horror game and they start doing 10 stud wallhops, actual glitches, WALL CLIPPING and among other things
its all fun and games until the pathfinding ai starts doing corner clips
Would be neat if the path visualizer changed colors for what it considered jumps, like blue for "oh you absolutely have to jump here"
this is why you should always make a custom pathfinding system with nodes when making a serious game
I slowly watched a man turn into a psychopath
Roblox pathfinding is really designed for common and generic cases, it also saves a lot of process because they clearly chose a more amplified grid that does not allow it to be precise, there is no perfect pathfinding, you can do it to your liking, make a 3D pathfinding that is compatible with everything is expensive, but if your game is only handled in X and Z you can do a much simpler 2D path finding.
lmao when you strapped him on the wall he still says path unsuccessfull
bro was tired about pathfinding npcs so he called venom
ui love roblox's AI but sometimes my ai just uses shortcuts and countinues to go to a wall when following waypoints
Currently working on a project with someome called Polaris-Nav. Allows you to create and edit navmeshes for roblox. Planning on adding Npc behaviour trees and much more.
The issue with roblox's pathfinding is it uses a pretty crappy low-resolution navmesh, each vert is on a 4x4 grid. Idealy, and how every other game engine ever does it, it should just get the level geometry removing any faces that are at too steep an angle and connecting any islands where possible. Your method, although it works is a pretty poor implementation, using a basic grid-based flood fill algorithm which is less precise only being able to go to specific points and is slow.
And even though it's a bad implementation it's better than Roblox's in built one. Really speaks to the quality of their game, huh?
@@UltimaDoombotMK1 not really, just because this guys implementation works doesnt make it any better that Roblox's built in one. They are for 2 very different use cases, Roblox's is good for generalised open world pathfinding. This guys is for tight maneuvers nothing more.
@@gsck5499 ^
soon your npc and the enemies of the npc will look and think how to rebuild as a vision and as a squad
man just defeated a multi billion dollar company in a few lines of code
this is why atrazine made his own pathfinding system for astro force and possibly tdX
LMAO i enjoyed to watch the well deserved anxiety of the Pathfinding NPC, so relatable... This is the best honest video i was looking for.
I want to see a 1v1 with spheres and wedges I have no reason to believe this will make pathfinding npc win
we don't talk about non flat surfaces
@@eleos5 why
@@Player24 your slightly late
@@TheChillerCow only slightly
@@Shitpost162 *6 mo ago*
ok, now im convinced that the roblox engine cant do everything and anything.
(obviously)
bro did NOT let that slide 💀
I literally scrapped a whole game because the pathfinding wouldn't go up a singular stair.
"Pathfinding system" he sure did find the path to failure.
Gimme the module.
*NOW.*
Its frustating how pathfinders who follow players never catch up with them no matter how fast the npc is.
2:07 POV: you accidently fall off when ur making fun of someone else
he did it on purpose
purposely*
Dude. That makes no difference, you know? You aren't some kind of grammar genius or something.@@billybobjankens12
@@1............................. Woahhhh there buddy. Calm down.
@@1............................. Woah there, you can't just go easy on them. Go hard on them!!
Idk why I'm watching this despite the fact I don't know anything about coding
Love how you end up just forcing the npc to watch the other npcs for eternity 💀
Bro this guy just went to testing roblox’s pathfinding to literally making it look to the things that he could’ve done if he was a good pathfinding bot
congrats you just described the video
@@groupie8985 thanks
this is too true, i wished the multi billion dollar company would have at least upgraded their built in ai system.
will you post it somewhere? ?? ? ? ?
When I think people could actually use it.
It's too slow and inaccurate for anyone to find use for it yet. Some people are asking for part 2 but it's going to be really annoying to do. I'll do it if this comment gets 10 likes.
@@eleos5 yeyeyeyeye lets gooo
@@eleos5 he got 10 likes, where is it?
It makes happy to see someone torturing the pathfinding NPC, i never thought anyone would do that lol
20 billion dollar company btw
the man just maked pathfinder npc watch his pathfinder instead of improving him and judged the npc becuase of how he was born
Can you actually leave tutorial for this pathfinder. It would be a revolutionary change.
The Technoblade of Roblox, love it!
I agree. I try to make monster that chase you and they get stuck on EVERYTHING! I ALWAYS have to put an invisible barrier on EVERY direction for it to work!
1:49 the pathfinder cannot read. you need to add a block with a pathfinding modifier so it tells that you cannot pass that
its a joke
its literally a joke 💀
@@Celldude2938 wooooosh
@@Kronos.Saturn woooooooooooooooosh
@@Hivatel be quiet reddit kid
2:20 using the right click menu to delete parts is such a 2022 baseplate user move
alternative title: eleos tortures a pathfinding npc's because roblox forgot to give it more than 2 iq
it deserved it
@@eleos5 ikr
is ur program/module SimplePath
the pathfinding npc was traumatized for 12 years after the incident and grew up to be a depressed homeless person
later on he died due to lung cancer from cigarettes
So this is the reason the monster in a horror game always camps the objective
The path finding npc doesn’t deserve this! First it was Roblox’s fault, not the npc’s, and second off, even if it was his fault, he shouldn’t be tortured for failure? He should be helped, not imprisoned! :(
tori, you sweet milf
@@Secret_Pilot1 l bozo
Jk but l bozo
"walk here if you are a babay", also Eleos5: OH what's this?
Also him: I better ni¡ot see comments on me being a baby
A mix of humour and an honest demonstration on Roblox bad path finding
Well... at least is better that the one from Unity.
That guy who recreated an ogre engine game on unity engine:
"Now you're following the path? you baby!"
Eleos5: *also follows the NPC on the baby path*
I want horror survival where the enemies are slightly slower than you, but have impeccable parkour skills and will follow you anywhere if it knows where you are
Now every other generic survival game felt like actual cash grabs.
I have been trying for the past month or so to get BASIC NPCs working with Pathfinding. I have gone far beyond the point of even wanting to re-read the same pages again to achieve the same results that do not work. Thank GOD I am not the only one losing my mind about this.
1:54 bro took that personally
also wow ur good at scripting
how do you make your own pathfinding system?
How do you find that grid system
are you ever going to be releasing this pathfinding you made
if I finish it
Warcraft II and I pathfinding in a nutshell:
It works most the time, and faster than what you made. Are those even humanoids? Maybe the nav mesh would reveal something? The characters are also walking horizontally, which allows then to walk on narrower spaces. If you had made the AgentRadius parameter of CreatePath to be the same as the width when going horizontally, maybe Roblox would have found a path, although, I have no reason to believe you didn't if you wanted a fair comparison.
Bro it's clickbait. Of course roblox's pathfinding is more efficient. That being said, what I've made does have advantages over pathfinding service. It can jump farther and do wraparounds, and I have plans on making it better.
@@eleos5 the fact that it can do wrap-arounds instead of stopping and stuttering is amazing enough.
The biggest disadvantage I currently see is how it has no animations for walking, which makes it seem very unplayer-like.
Nonetheless, Great job mg.
@@Jawsomest animations aren't a part of pathfinding, the biggest disadvantage with their pathfinding is how slow it is.
@@Kaizentry the NPC's walking sideways, I bet you'd get the same result from the built-in pathfinding by tweaking some parameters.
3:50 oh god
3:30 I personally call them strafe jumps
i love how he bullies it
The was the best part.
You're a funny guy and i love it, ngl you earned sub and i'll make sure to watch every video of yours.
nobody noticed how he was just casually left the toolbox open searching for "bloodshot eyes"
Not only that, a chasing monster that can't notice you will stutter due to being near and resulting in camping
Plot twist: WE were one of the pathfinding npcs, and we were watching one of the upgrade pathfinding npcs.
they can't make it too good because click to move uses the same system(I think)
Quite simple truth is the entire Roblox site and games use 2009 - 2012 code and has not been updated since 2012 but with the acception of ground-breaking bugs that would cause a loss of profit (or minor upgrade's to drive inventors in for more profit), but of course pathfinding ai was still quite good even in 2012. The point that I'm making is Roblox did not have enough money for advanced coding etc at that time hence garbage ai, however Roblox in the modern times (2015 - now) does not want to spend money improving its site to actually function on modern devices and codes because that cost's "cash" and Capitalist company's do not like improving an existing service when it cost's them money and less profit due to investors dropping out (if that happens).
The text on 1:56 is "I BETTER NOT SEE COMMENTS ABOUD ME BEING A BABY" and the text on 3:30 was "IK people like to call them wraparounds but that name is lame" im bored so i did this
Oh wow… i played a horror game today, where the monster just couldn’t make its way around the table and it was pretty easy
bro walks right past his own sign saying he's a baby lol
After such roast.
Pathfinder was looking for a path to your house
The hotel story monster could literally do better by literally finding you and tracking you when you don't get a room at the start of the game
dont give the pathfinding npc to 4chan
now give it walking animation and make it look like a real player
If it tries to run through a wall, you know it’s a Roblox npc
this was an entertaining video to watch, but seeing the slow and painful torture the pathfinding NPC had to experience will be unforgettable
"I put him in a jar"
I don't like where this is going.
bro jumped over the sign like actual people in real life when a sign saying something is blocking the way for a reason
great video. your video reminded me of technoblades videos for some reason
*Puts a sign that says walk on this path if you are a baby
*Proceeds to walk on the path
Eleos is a certified baby now
Chinese censorship
*pathfinder starts doing truss flicks and glitchwraps*
NPC suffers for what his peers couldn't do
the pathfinding noob or npc or human whateveer wasnt harmed in this video:
oh the pathfinding npc was definitely harmed
@@eleos5 yes that is the joke lol
how is his voice so calm and so angry at the same time
4:09 it can be a good idea if the pathfinding npc can learn from what hes seeing, and then he does the obby like a player, lol
i made a monstyer who chases you down and he just runs into a wall if there is no straight line he can get me from. bro path finding sucks.
Oh That Explains Why The Zombies On Recoil Zombies,Project Lazarus: Zombies And Michaels Zombies Always Seems To Get Stuck In Corners And Walls All Over The Map Which At Final Zombies Of Every Round You Need To Walk The Entire Map Just To Find Them And Kill Them So That The Round Changes
that would ruin the point of obbys if you could just click the end
your pathfinding looks great but it looks so unreleastic in like actual kinda you know walking or jumping or its just really blocky
Good eye. If I finish part 2 you'll see why.
@@eleos5 oh okay thanks for answering
It’s good at pathfinding yours is but it’s less efficient and aesthetic as much as pathfinding npc
Your telling me, this entire time i thought the rest of the community called it a neo, even though they call it a wrap around?! What did they get the inspiration from, a burrito?
"Oh yeah dude i found this new jump thing you could do thats probably been on minecraft for years anyways even though it would be cooler to call it a neo, im gonna call it a wrap around because im eating a bean cheese burrito right now and the tortilla is wrapped around the ingredients and therefore giving this movement.. tech thing a horrible name."
I cant man, i cant