- Details
- Category: Site
A productive day!
- Implemented an SVONMoveTo BTTask and AITask in UESVON.
- Learned my way around the Unreal behavior tree system, something I've been meaning to do for months
- Learned how to disassemble and repair Geberit in-wall toilet systems :P
Exciting stuff, I'm sure you'll agree.
Tomorrow the plan is to build out the demo level for the UESVON plugin with some complex whitebox geometry so there is a test area for benchmarking and fixing bugs.
- Details
- Category: Site
A couple of updates pushed to github today.
- Fixed various problems with packaging the CashDemo project build
- Fixed serialization of octree data
- Saving the SVONVolume asset will save the current state of the octree data
- There is now a little info on the size of the current data set in the properties panel
- You can now select between using baked navigation data, and generating it on BeginPlay
Check it out on Github
- Details
- Category: Site
There are a much needed few weeks away from the studio to recharge and relax, but I am looking forward to spending some time on my personal projects as well. There's been no time to get busy on my plugins since the SVO Navigation plugin made it to alpha state in the summer. In case anyone is checking in on the site to see what I'm up to, this is the plan for the remainder of 2018.
- Add serialization of the SVO data structures so the octree can be baked/cooked.
- Implement a proper BT Action node for flying moves using the SVO system.
- Work on some more flying enhancements, such as preserving momentum, constant movement, etc.
- Re-implement the boids code I had up on the site years ago in a new plugin.
Why the last item? Looking over my website stats the other day and realized that the very old articles on boids in UnrealEngine were the most popular by a long way, but the accompanying github repositories were nuked in a cleanup at some point. Should be a good little mini project, and I'd like to go to town on optimizing the problem, see what sort of performance we can get out of Unreal, and think about multithreading/timeslicing solutions.
- Details
- Category: Site
If you're seeing this, then the site has been successfully migrated to my new host, so...yay?
Not a lot to report, I've been very busy at work, and can now call myself Lead AI Programmer :) Pretty hectic in the run up to December but finally things are quieting down and I'm looking forward to having a little time to tinker with my personal projects over the Christmas break. First up, I really need to get all my plugins updated to 4.21....hopefully next week!
Until then...