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Highlighting some more new tools and improvements in AeonixNavigation:
- Fixed various performance issues with debug line rendering in the editor
- Adjusted pathfinding heuristic calculations to allow balancing between Euclidean & Velocity methods
- Added batch testing actor for visualizing large batches of pathfinds
- Fixed octree visualisation rendering so you can view the voxel structure in the editor again
The batch testing actor has been useful, it's already found a bug where for some reason the pathfinder is able to find a way through a seemingly solid wall of voxels. I will need to dive into adding some more visualisation of the octree link structure and inspect the pathfinding exploration code to find out what's happening.
A short video covering these below :
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I've been putting some feature enhancements into my 3D navigation system for Unreal. Aside from usual maintenance (compatibility with 5.6) there are some nice new debugging and path optimisation features included, such as:
- Debug actors which provide realtime visualiation of a path between them
- Various minor tweaks to debugging UI
- Addition of the 'Velocity' A* heuristic which tends to avoid sharp turns, and makes generally more pleasing paths
I've recorded a short video covering some of the main improvements to path optimisation:
More updates to come!
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Welcome! I'm Chris Ashworth, a game programmer from the UK. This site features various code projects and articles relating to game dev, mostly C++ UnrealEngine development.
I'm currently Lead AI Programmer at Ubisoft Leamington, working on a new unannounced project. I've had previous stints at Tanglewood Games, Rare on Everwild, and Ubisoft Düsseldorf on The Settlers and Avatar : Frontiers of Pandora . My former life was as a software developer/manager/architect at the like of JPMC, HSBC, RBS and other boring places.
I have much less hair now than when this picture was taken. I need to update it.
