Version 5.0 of the A* Pathfinding Project is now available. This is a major update which has been in the works for quite some time. The A* Pathfinding Project is a blazing fast pathfinding package for the Unity game engine. This update brings the package into the new world of burst, unity’s job system, and …| Arongranberg.com
Version 4 of the A* Pathfinding Project has just been released! I have been working on this update for quite some time and now that it is finally released I thought I’d take this post to list the most notable improvements in this new version. This is not an exhaustive list, you can find more changes in …| Arongranberg.com
Earlier I wrote a post about some research I have been doing into how to produce realistic movement for characters. After a large amount of implementation work, trying to understand papers and bug fixing I have some progress to share. In the previous post I used relatively simple inverse kinematics (IK) to place the feet at …| Arongranberg.com
I have recently started to experiment with ways of achieving very high quality movement for characters. Usually in video games or simulations one would request a path from the pathfinding system and follow that path by for example rotating the character around its pivot point and moving towards a point slightly further ahead on the …| Arongranberg.com
It’s time I wrote another one of these posts. I have been experimenting a bit with cooperative pathfinding during the last few weeks and it is working pretty well now. What is cooperative pathfinding Cooperative pathfinding is when instead of an agent just planning a path to the target and hoping it doesn’t crash in …| Arongranberg.com
Here is a new video showing of some of the features of the A* Pathfinding Project.| Arongranberg.com
Navmeshes in the A* Pathfinding Project have been awesome when you have static worlds, but often very low-performing when any kind of dynamic updates are required. The experimental version which has been released for a while (but now superseded by the beta version) improves that by enabling tiled recast graphs so that individual tiles can …| Arongranberg.com
Hi You’ve got a new beta version to test! It is at version 3.3.5 now, the last released version is 3.2.5.1 but the experimental release has been at 3.3 for a while now. LOTS of things have been improved in this version. Here are the highlights from the changelog: Rewritten graph nodes. Nodes can now …| Arongranberg.com
Hello everyone! It has been quite a long time since I wrote here on this blog. Not that development and activity was reduced during this period, quite the contrary, I just haven’t gotten around to do it. So now got a question in the forums asking about the plans for the future development of the …| Arongranberg.com
The unit will walk to the side if another unit needs to get through. However if you really want them to stay still you can set “static” flag which will disable movement. All units are described as circles (cylinders) at the moment.| Arongranberg.com
Version 5.0 of the A* Pathfinding Project is now available. This is a major update which has been in the works for quite some time.| arongranberg.com
Great| arongranberg.com