Hi!
The AI porting week has started pretty smoothly and so far there have only been positive surprises since I prepared for the worst outcome which would have been bunch of missing AI-related engine features.
So far the biggest relief was that Godot and .gLTF file format supports animation retargeting which means that similar character skeletons can utilize same modular animations.
The second relief was that Godot has a nice built-in animation blend tree system which helps a lot with blending between different animation states through some code variables.
In terms of animations, everything seems to be working just like in Unity.
Next topic was the navigation meshes.
I started by testing the built-in tools for generating the navigation meshes for the AI and like mentioned I was pretty pessimistic and doubtful about these features in Godot.
To my surprise the native navigation mesh solution was surprisingly good (so far) and when it comes to available options it even provided more control what Unity provided with its NavMesh component.
Based on these initial tests, I'm pretty sure that I can work with this native navigation solution.
Tomorrow I will start porting the first set of AI behaviors (Wander / Patrol) and testing the actual pathfinding with the animations.
- Antti (Developer)
Fonzi
2023-11-16 06:22:46 +0000 UTCeuphoria842
2023-11-16 00:10:03 +0000 UTCCodingLikeLyoko
2023-11-16 00:06:54 +0000 UTC