I integrated one of the characters from my Synty Studios pack with root motion... It looks ok My daughter suggested I do a star chart. I think it is a good idea to be able to navigate by the stars.
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So I populated the world with heaps of trees and dead trees and I guess I should not be that surprised, but the performance is not that great. I just built a stand alone development version and it seems to be a little better.
I took advantage of ue4's spring sale to buy some professionally created trees. It was pretty easy to adapt my custom shader so they support my funky lighting scheme. That yellow tiny ball is not a light, but a trick using my custom shader. I can have many of these (unlimited) without affecting performance. I have a few pawns running around. I've finally moved over to the UE4's new Forward Shader and getting that great MSAA effect. I've also reduced the number of lights to two.
This video shows 16 agents following a common policy map. The leader creates the policy and shares it with its followers. With 256 pawns... showing region path finding still works This is just showing policy pathing. The idea is that rather than creating a specific path for each agent, you create a policy that can be shared across multiple agents. This is a necessary pre-cursor to multi agent flocking. Rather than creating a path finding plan for each individual AIs, i'm trying a policy graph that cab be shared across a flock. The arrows below represent the policy. So if there is a hoard of AI heading up the hill, a temporal policy graph is created. The arrow are quantised to 60 degrees, but you can get an idea on how it would work.
I got a question about performance, so I bit the bullet and enabled it. Once the call back returned, it initiated another path finding request. I'm not sure exactly what the numbers really mean, but the game thread was not chugged up by the path finding and neither was the pipe updating. The biggest issue with path finding is its non-deterministic-ism. Which is why it works well to be on it's own thread, it won't make the UI non-responsive.
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One Liner...Strange Orbitz is a voxel, multiplayer, building rpg set in a space environment. Archives
June 2017
CategoriesCopyright © 2016-2017 Graham Chow
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