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• Unreal pathfinding
Having worked with Unreal for several years now I think I can give you a pretty good run through of how it's navigation system works.
The basis is a simple pathnode network, generally manually placed (although there is a less than optimal path builder that will place nodes automatically). Reachability is determined between all nodes using the normal collision/physics system (place a guy at the node, try to walk him to every other node within max distance), and then used in-game when direct reachibility checks fail, using a simple breadth-depth search.
I've also experimented with using pathing volumes in Unreal with some fairly good results, similar in effect to a navigation mesh. Also I've found it helpful to allow designers to lay down routes and the precompute the searches on those routes to reduce the in-game penalty.
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