We’re really happy to see @selimanac pushing the Defold ecosystem forward!

A new beta of Defold Graph Pathfinder is out with static 2D navmesh pathfinding support ▶️

It's a high-performance C++11 A* graph pathfinding native extension built for Defold, designed for real-time games with hundreds to thousands of moving objects:

Available here: https://github.com/selimanac/defold-graph-pathfinder

#gamedev #indiedev #ai #navmesh #pathfinding #astar #MadeWithDefold

I just added a building mechanic to my Godot experiment.

I got stuck on updating the navifation mesh if I use multiple TileMapLayers ...

My solution is to create a custom navigation mesh and rebake it if something has changed. This is properly not the best solution but should be fine for my game idea.

#Godot #Godot4 #GodotTileMap #NavMesh #GameDev #GameDevStruggle

Navmesh, lightmaps и lightprobes: реализация и использование в Playcanvas

В этой небольшой заметке хотелось бы поделиться результатами реализаций нескольких технологий из gamdev-а. В основном коснёмся двух тем. Первая тема - это использование navmesh-ей для нахождения путей в пространстве трёхмерной сцены. Вторая тема - это использование lightmap и lightprob-ов для освещения динамических объектов. По каждой из этих тем обсудим немного теории и то, как всё это можно использовать в браузерном игровом 3d-движке Playcanvas.

https://habr.com/ru/articles/783174/

#playcanvas #3dgraphic #gamedev #navmesh #lightmap #lightprobe #webassembly #assemblyscript

Navmesh, lightmaps и lightprobes: реализация и использование в Playcanvas

Выбор Playcanvas Для меня ведь программирование всегда было отдыхом и способом отвлечься от работы. Довольно естественно, что большинство моих разработок касается геймдева или близко к нему. Можно не...

Хабр

Released Oxidized Navigation 0.5.

Get your runtime nav-mesh fix, now slightly more ergonomic! (but only slightly!)

#bevyengine #rustlang #rust #gamedev #navmesh #pathfinding

https://crates.io/crates/oxidized_navigation

crates.io: Rust Package Registry

oxidized_navigation 0.2 is out.
#gamedev #rustlang #bevyengine #navmesh

Get it on crates or github:
https://crates.io/crates/oxidized_navigation
https://github.com/TheGrimsey/oxidized_navigation

Most important additions are area types allowing you to define the cost of crossing certain paths (for example taking roads might be considered more favorable even though it's longer).

And here's a clip using it in my personal project:

crates.io: Rust Package Registry

I was sharing some #GameDev tips on #optimization of #NavigationInvoker for runtime #NavMesh generation in #UnrealEngine and one of the more experienced engineers in Unreal Slackers kinda poo pooed it because it's always going to be less optimal than a fully pregenerated navmesh with streaming. Like, yeah, I get that. Water is wet. But they dodged all my questions about whether there weren't any use cases for runtime generation with invokers... I'd honestly prefer ditching invokers if I can, but I felt good sharing advice about a niche technical challenge that took a lot of work to learn the details of and feel shot down as if it has no value to anyone. :(