Navigation-Mesh Gadget
One of the biggest hurdles for me when it come to implementing NPC's is pathfinding. Basic setup aren't often ver reliable and can't navigate complex enviroments while complex user-created setups are often extremly thermo heavy and not easy to understand or apply.
I'd love to see a Gadget that can (auto) generate navigation meshes and/or let's it place you manually for a given area or level that can be followed by Puppets and/or followers. The Navmesh whould calculate the best path between two points in the scene for any given participant that needs it. Cherry on top whould be the option to dynamicly update the navigation mesh and/or enable or diable nodes on the fly.
Just maybe some time in the future please.
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Sounds great! I'd love to be able to drop something like that in. Luckily people are making great strides towards a drop-nodes approach to this, like skn3's nodes they're working on.
I could see this being very difficult to get right in the implementation, guessing what things are important for the mesh, what areas to avoid or gravitate towards... Maybe it's doable. I just wonder if for UGC and the explosion of possibilities that more high-level systems like this would be a lot harder to implement because you'd have to lock in certain assumptions, and make it flexible enough to use, and easy to use for people who don't know what a nav-mesh is ;P
If anyone can do it, Mm can. Just sounds like a monumental task XD
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Here is the thing Tap was talking about:
https://www.reddit.com/r/PS4Dreams/comments/odkqap/dynamic_path_finding_in_dreams_so_nearly_finished
You get my vote for a Mm official path system. However sad I would be to have put so much effort into a Dreams logic for it to be made redudant, it would be a great addition! At the minute the best we can do is somehow manage to run path logic at the maximum logic update rate Dreams allows. Yesterday I was working on the above linked project. I did manage to increased path searching speed nearly 300%. There is however one area that we can only go so far. Thermo usage.
I am at roughly 31% gameplay thermo for 50 nodes! That is reasonable and I still have more I can optimise but this is where an Mm solution would always win! Because a Dreams gadget runs in c/cpp code they have access to nice things like loops and data structures. Things can be executed sooooooo much quicker! Stuff could theoretically also be executed in a thread in the background too (not knowing how the Dreams engine is setup).
I think your right Tap, making the path finding user-friendly would probably be the biggest hurdle. I reckon its achievable though. I really hope Mm see the potential upgrade to gameplay possibilites a feature like this would bring!
The other thing that could make this possible is the scripting feature that has been on the *future* pile for years. If we gain scripting support (I am imagining that means lua or something).. then we could run loops and store arrays and stuff! This would make it easy for me to create a path finding system that is lightning fast and then share it on the Dreamiverse! Taking the work out of the hands of Mm!
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