Learn 3D Pathfinding with Octrees (Unity 6 Compatible)
- Descrição
- Currículo
- FAQ
- Revisões
Ever wanted to take navmeshes off the level and extend them into 3D space? The techniques revealed in this course will show you how to use Octrees to recursively divide space for use with the A* algorithm to find paths from one location to another. Throughout, you will follow along in the Unity game engine to develop a project that creates and visualises Octrees in carving up the space around game objects before developing an automatic navigating AI character that uses A* for pathfinding.
The course includes:
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Octree and Tree Graph Theory
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Waypoint Graph Theory
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The practical application of Octrees in space dividing, in a 3D Unity environment
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A close-up look and implementation of the A* algorithm
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The development of AI characters that independently navigate 3D space
By the end of this course, you will have a thorough appreciation of the power of Octrees and their use in 3D pathfinding and be able to implement them in Unity to develop your own AI characters with auto-navigation.
What others are saying about Penny’s courses:
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This course is amazing! Penny has got to be, hands down, one of the best instructors on game development, Unity, and C#! In the span of three hours, I have learned so much that it rivals my graduate program!
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Best Unity class I’ve taken.
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Wow, the most fun I’ve ever had coding! For the first time since taking numerous online courses over a 4 year span, I took on all of Penny’s challenges successfully. Personally, I feel as though I am making progress, and this is thanks to her professional teaching ability.
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1WelcomeVídeo Aula
In this video Penny introduces the course.
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2Join the H3D Student CommunityVídeo Aula
In this video you will learn about the avenues you have for getting in contact with the teaching team.
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3Contacting H3DTexto
How to contact us
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4FAQsTexto
In this article you will find a list of frequently asked student questions.
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5Updating to Unity 6Vídeo Aula
While this course was developed in a previous version of Unity, we've tested the projects and they work with Unity 6. This video is a guide to help you adjust your learning in this course to use Unity 6.
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6What is an OctreeVídeo Aula
In this lecture students will gain an overview of how Octrees and Quadtrees work.
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7The Octree Base ClassesVídeo Aula
In this lecture students will begin the coding of the base classes for octree space divisions and storage.
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8Adding a NodeVídeo Aula
In this lecture students will create the root node and ensure it is drawn in the scene to validate its size.
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9Splitting a NodeVídeo Aula
In this lecture students will learn how to split a single node cube into eight equal-sized cubes.
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10Dividing SpaceVídeo Aula
In this lecture students will learn how to recursively divide space into octrees until the minimum size for a node is reached.
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11Selectively Dividing SpaceVídeo Aula
In this lecture students will complete the octree divisions and see the results drawn on the screen.
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12Finding Empty LeavesVídeo Aula
In this lecture students will complete the octree and discover how it will be used for pathfinding.
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13Splitting for Higher GranularityVídeo Aula
In this lecture students will learn two techniques to make an octree that fits tighter around the objects contained within.
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14Basic Graph Architecture Part 1Vídeo Aula
In this lecture students will learn about the structure required to build a waypoint graph.
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15Basic Graph Architecture Part 2Vídeo Aula
In this lecture students will complete writing the basic graph code to store waypoints and the paths between them.
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16Adding Nodes to the Waypoints GraphVídeo Aula
In this lecture students will learn how to add nodes to the navigation graph and display them in the scene.
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17Adding Edges to the Waypoints GraphVídeo Aula
In this lecture students will explore ways to add edges to the graph.
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18Reducing EdgesVídeo Aula
In this lecture students will learn ways in which to reduce the number of edges added to the graph.
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19PathfindingVídeo Aula
In this lecture students will learn about the A* algorithm they will implement to find a path through the waypoint graph.
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20Implementing A* Part 1Vídeo Aula
In this lecture students will begin implementing the A* algorithm to search for a path in the waypoint graph.
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21Implementing A* Part 2Vídeo Aula
In this lecture students will learn how to complete the A* search algorithm to return a path through the waypoints graph.
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22Developing a Path Following AIVídeo Aula
In this lecture students will develop and AI character that will perform an A* search on the graph and follow the waypoints.
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23The First Test FlightVídeo Aula
In this lecture students will use the A* algorithm and AI code to get the first test flight through the waypoints.
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24Adding Multiple AI and PathsVídeo Aula
In this lecture students will learn how to create individual paths for multiple AI characters.
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25Combining A* with Octrees for Pathfinding Part 1Vídeo Aula
In this lecture students will learn about an optimisation technique that will reduce the edges of the graph by joining neighbour nodes instead of using parents.
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26Combining A* with Octrees for Pathfinding Part 2Vídeo Aula
In this lecture students will learn how to use rays and bounding boxes to determine neighbour nodes in an Octree.
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27Combining A* with Octrees for Pathfinding Part 3Vídeo Aula
In this lecture students will learn how to connect the neighbouring nodes with edges.
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28Adding Destinations for AI Part 1Vídeo Aula
In this lecture students will learn how to add code to provide a destination for the AI to travel to and find that point inside the Octree.
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29Adding Destinations for AI Part 2Vídeo Aula
In this lecture students will learn how to program the AI to add a new destination to it's path list to enable it to traverse the Octree to reach it.
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30Adding Destinations for AI Part 3Vídeo Aula
In this lecture students will complete the code to program an AI character to move to any point within the Octree.
