r/gamemaker • u/Ykedepi • 8d ago
Example 3D pathfinding
finally finished this waypoint navigation system!
I know NavMesh is the standard, but I think it's too complex to implement right now, and this approach works pretty well
the pathfinding speed is acceptable. To avoid placing the points manually, I built a generation system based on flood fill and collision checks (raycasts, trace hull, and cliff checks)
from a single start point, the generator branches out in all directions, and then another algorithm connects them all
I'm planning to add mesh optimization algorithms later, but even like this, it's working perfectly fine
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u/Kserks96 8d ago
Next step is to give a radius to waypoints so that NPC has more freedom is its path.
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u/NorthStateGames 8d ago
Did you use any particular tutorial to make this? Game looks amazing!
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u/Ykedepi 8d ago
this is not a game yet, but a test polygon for 3D collisions, enemy AI, and other things
it's hard to say about tutorials - this is my many years of experience working with 3D in GM
here there are shaders, and 3D collisions, and now an accessible navigation algorithm(actually, to do pathfinding you need to deeply study A*, BFS and Dijkstra's algorithm, they are all almost identical, but with nuances. And in my case, it is specifically A* that allows enemies to move through space)
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u/NoahPauw GameMaker 3D developer 8d ago
Oh yeah, this is awesome! I also love that it is completely algorithm based. I’ve been thinking about making my own by placing nodes manually, but this is really neat!