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Feature: Navigation Agent #28116
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Sorry, it accidentally posted it, I am editing it atm. |
Ok, no problem then :) |
@groud Can I somehow assign this to myself or would I need to wait until I have contributed enough to get permissions for it? |
you don't need to wait. go ahead~ 👍 |
I don't see a way for me to self-assign anywhere 🤔 |
I would if you want it. 😄 |
Lol nevermind, @volzhs proved me the opposite. XD |
But be careful, the implementation you propose might not be accepted. It might be better to have more opinion before working on something (I don't know a lot about navigation). You may want to ask on the developers IRC first, just in case. |
Look at my PR (navigation_pr) btw. |
@slapin I would love to share some ideas / insights on this eventually, Ill work on it anyway as I want an implementation for my own game and Ill for sure try to get a hold of one of the developers and ask around. |
@MunWolf Improvements for the navigation system were announced in the Godot GDC talk (for 4.0 or later I think, so some time off) so work on this is probably very welcome :) If you want to, I suggest heading to #godotengine-devel on Freenode IRC and try to get a hold of reduz to discuss this initially before implementing. May take some time though, so bring time and patience :) Or implement it and post a PR as a request for comment. Its always easier to discuss concrete ideas like that, but comes at the risk of being rejected. (Edit: https://youtu.be/C0szslgA8VY?t=1109 - navigation rewrite part in the GDC talk, around 18:30) |
Well, I already have such PR and nobody actually cared to review it. Also
the feature was heavily not wanted not so long ago.
I think my PR might be used as starting point though as it uses very good
industry-standard libs.
…On Wed, Apr 17, 2019 at 1:56 PM Max Hilbrunner ***@***.***> wrote:
@MunWolf <https://github.com/MunWolf> Improvements for the navigation
system were announced in the Godot GDC talk (for 4.0 or later I think, so
some time off) so work on this is probably very welcome :)
If you want to, I suggest heading to #godotengine-devel on Freenode IRC
and try to get a hold of reduz to discuss this initially before
implementing. May take some time though, so bring time and patience :)
Or implement it and post a PR as a request for comment. Its always easier
to discuss concrete ideas like that, but comes at the risk of being
rejected.
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@slapin Who said that it was not wanted? Reading through your PR the feedback seems positive in general, although only Groud commented out of the core devs. Please don't mistake the time it takes for a response as us not caring; its more that we have a backlog of over 400 open pull requests. :) Thanks for taking the time to share your code! And hopefully you'll have some more patience with us. |
Well, I know it takes years for Godot developers to react to things
, I just have my schedule and my life too.
…On Wed, Apr 17, 2019 at 11:18 PM Max Hilbrunner ***@***.***> wrote:
@slapin Who said that it was not wanted? Reading through your PR the feedback seems positive in general, although only Groud commented out of the core devs.
Please don't mistake the time it takes for a response as us not caring; its more that we have a backlog of over 400 open pull requests. :)
Thanks for taking the time to share your code! And hopefully you'll have some more patience with us.
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Reply to this email directly, view it on GitHub, or mute the thread.
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Implemented in #34776 |
Proposal for a native solution to a NavigationAgent system that hooks into the existing Navigation classes (but still be seperated so people can easily run their own system if they want).
This would be implemented as a parent node that uses a NavigationAgentDispatcher (better name TBD) that collects all instances of the NavigationAgent node in its children. These NavigationAgents would then be able to query the dispatcher for information so they can resolve their Behaviour resources, example implementations of the Behaviour base class would be Seperation, Cohesion and FollowPath.
These behaviours could either work on the whole set of agents or define groups / tags to only act based on those (FollowPath would not define this as it doesnt act based on other agents).
An extra functionality would be to connect the Navigation to the NavigationAgentDispatcher to support a kind of KeepInsideNavMesh behaviour (better name TBD).
All behaviours will have weights and agents can have multiple behaviours, on every physics update of the agent it takes these behaviours, resolves them, multiplies by the weight and adds them together and sends the resulting force vector to a signal.
I plan on working on an implementation, but any suggestions are welcome.
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