M Terrain Navigation First release tutorial - Godot 4.1
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- Опубліковано 16 жов 2024
- So this the first release, But it has some little bugs, at the time of the video upload, But I will correct them as soon as possible
Discord:
/ discord
GitHub repo:
github.com/moh...
Making great progress.
Man thank you for working on this. I am making a game in godot and I always get stuck on some problem and then I open youtube and I see a video of you with solution to that ahaha. It happened multiple times now.
Glad I could help, If I can help you with anything else let me know, OR you can join our discord server and ask any question
Wow finally
Yeah :)
Nice progress. Glad you found out a way to do the bridge for now. Did you figure out the road system yet to switch between nav and road path? I would probably just use a path node and custom nav states. grabbing the closest path point when switching. Then just check the destination target difference with the points on the path and which is closer to the agent but least closest to the destination. There's a few edge cases to it though 🤔
You know implementing a Road system is really easy in Godot, Because AStart class already is written and exist
My main problem is connecting this system to Godot navigation system
So we get the closest point on road path, if that path is blocked somehow what we should do? Maybe a further point on road is available
I am not getting completely what you saying try to explain that more on Discord
I don't know if Godot will improve further. Somewhere between living his golden age and dying. I think it's the biggest missing graphics I've seen so far. He doesn't seem to be able to hire the engineers needed for this. Other than that, your work is inspiring. It's good to see you're getting better every day. Thanks to you, the software is getting a little more recognizable, and thanks for that.
You know Godot has a great potential to become competitor to other big game engine
But unfortunately it is not complete yet
In these days which I worked with navigation system I saw it is not functioning as you expect, You can see the same thing with graphic system
But I am hopeful that more people will join, and this get more ready
@@mohsenzare2511 I agree.
I have seen your demonstration video What are the similarities and differences between your plugin and another plugin, Terrain3D?
Each one has some feature which other one does not have, The main difference is that Terrain3D all of terrain move with camera, But this terrain is fixed
I'm a noob but I have a question for you.
If Nav mesh can be Pre-baked why not duplicate the Terrain mesh and use the existing Terrain algorithm during runtime. Shouldn't that align the Nav mesh properly with the Terrain plus no errors for AI path finding?
We don't have Terrain mesh, We generate terrain mesh in run time
And even if we have a terrain mesh we can not use that for navigation directly, We should bake that into Navigation Mesh before being able to use that for navigation
Navigation Mesh consist of some polygons
Also as I told in video, Navigation Mesh can not be very big, it should cover only some area around the player, otherwise the path finding for NPC become very expensive and game will freeze
Great video. Such a great project. Really awesome. Your Discord link seems not to work
Thanks man, Try it this: discord.gg/fXnKmuPb