Release: Orestis 3D Pathfinding 2.0.0

A complete rework from scratch using a Web Assembly port of the popular Recast/Detour library.

Easily create navigation zones, groups of agents and dynamic obstacles using editor scripts. Minimal code required to control the pathfinder!

Give it a try here!

Features:

  • Very fast navigation mesh generation on runtime.
  • Recast config easily accessible with script attributes.
  • Create customizable agents that can be easily grouped in crowds.
  • Easily add dynamic obstacles in editor and on runtime.
  • Easy to use event based API.
  • A full sample project is provided with purchase.
    v2.0.0

Get it in our PIC store: https://pic.pirron-rodon.one/

Screenshot 2021-03-24 110200

Screenshot 2021-03-24 110141

12 Likes

Epic work @Leonidas!

1 Like

A minor new version has been released, changes:

  • Added a new Orient Inertia parameter to control how smoothly the agents change direction.
  • Reworked the orientation logic to use the current velocity instead of the next point on the path to remove orientation jitter.
    v2.0.1

Live demo: https://playcanv.as/p/L0Cbf2E3/

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You can grab the new script files from your PIC account:
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If you are adding them to a new project don’t forget to reference the WASM module like this:

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Extension available to purchase here: https://pic.pirron-rodon.one/

2 Likes

Another minor version has been released, changelog:

v2.0.2

  • Added method to stop the crowd or specific agents.
  • Added property to automatically stop an agent at a certain distance before reaching its target.
  • Added a sample script on how to get the active velocity of an agent.

Live demo: https://playcanv.as/p/L0Cbf2E3/

Extension available to purchase here: https://pic.pirron-rodon.one/

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4 Likes

A minor update, changelog:
v2.0.3

  • Added a method to allow teleporting agents.
  • Exposed the query extent recast parameter as an easy to update editor attribute (can be updated on runtime as well).

Live demo: https://playcanv.as/p/L0Cbf2E3/

Extension available to purchase here: https://pic.pirron-rodon.one/

2 Likes

Works great!
I’d be nice to have a button to display the generated navmesh as well, if possible, in the demo.

Ah good idea, we will add it in the next release, thanks @mvaligursky!

A follow up minor release:

v2.0.4

  • Fixed bug with teleport method resetting an agent position when no valid nav mesh point is found.
  • Fixed nav mesh garbage collection when a new one is generated.
  • Fixed obstacles not reinitializing when a new nav mesh is generated.
  • Added navmesh display button on the demo (@mvaligursky)

Live demo: https://playcanv.as/p/L0Cbf2E3/

Extension available to purchase here: https://pic.pirron-rodon.one/

1 Like

Fantastic, glad to see this. Minor suggestion - the navmesh is white, and the path lines are white … perhaps some small color tweaks?

Good point! We may also add some transparency on the navmesh, it may help debugging close corners. Thanks @mvaligursky!