A humble start on navigation and pathfinding.
For this project I've decided to avoid navigation-meshes and stick with the good old and trusted path-nodes method. This is the last major feature I need before I can start on a proof-of-concept game prototype.
I’m still figuring things out, but at the moment I’m using raycasts combined with a custom pathnode system. No full pathfinding yet, just a lightweight approach to get things moving and reacting.
We officially announce the launch of the official website for Path!
The first node for the fastest bots on the Solana network.
With a technical and professional interface that clearly showcases our future vision.
Check it out now:
pathnode.io/#Solana#Crypto#PathNode#Path#ComingSoon#lunching
The future of Solana bots starts here.
We’re excited to announce:
– Path Website Launch: April 18
– $PATH Token Launch: April 20
A new standard for speed, power, and precision is coming.
Join the movement. Be early.
#path#pathnode#lunching#ComingSoon#memecoin#solana
The scale of COD's AI has historically revolved around human models; to be expected for a military FPS franchise. These models are typically:
-72 inches (6 feet) in height
-15 inches in radius
-Equipped with 2 eyes, 2 arms, 2 legs/feet - all bound by capsule collision
📝 Capsule collision is a form of collision detection, or how game engines determine when characters bump into things. Imagine drawing an invisible, pill-shaped bubble around a character. That’s their "body" as far as the game’s physics system is concerned.
This style of collision is smooth, rounded, and well-suited for humanoid figures like soldiers or zombies. However, it struggles when AI becomes massive or oddly shaped:
-Giant feet like the Orda’s would fall outside the collision capsule and clip through geometry like walls or trees
-Allowing quick rotations (like what you see in player or standard AI movement) would make Orda look like its feet are sliding
-Due to its sheer size, Orda is prone to getting stuck in narrow spaces or beneath overhangs
🧬 Enter the Pathnode System!
📝 While standard human and zombie AI navigate using a shared navmesh (an invisible web that shows where bots can walk), Orda needed additional guardrails. The developers placed these in the form of custom nodes across Outbreak maps (think digital breadcrumbs) that gently nudge Orda away from hazards:
-It avoids walls it might otherwise clip into
-It learns not to walk beneath low ceilings
-It is subtly guided to wide-open areas where its size feels powerful, not constrained and awkward
These nodes don’t lock Orda into a tiny corner of the map; it still has the freedom to roam huge sections of the world. But they ensure it doesn’t break the illusion - no getting stuck on doorways or awkwardly forcing itself into spaces it clearly shouldn’t fit.
Because Orda’s behavior was layered on top of existing AI navigation, it didn’t require a completely separate system. It's a great example of how you can scale an AI character without having to scale up the complexity of its design and programming.
Finally found some free time to get that custom PathNode navigation grid system for my @godotengine project done.
While the default Navigation Mesh system works, I wanted more control over my agents.
#gamedev
While navigation meshes are the latest trend, I needed the flexibility of the good old pathnode-based grids. If there's enough interest, I could put together an addon once I have a stable build.
#Godot#GameDev
I'm happy that the ai pathnode device doesn't damage the memory like the guard device #fortnitecreative first placement is 277 all other placement is 12 so I'm happy
Not just OSINT, general browser-based research. I'm currently using it while playing with @Semmle QL. Can't remember where the docs for a PathNode were, just search your tab contents history in the companion.
Heads up OSINT, journalists, researchers, people.
vortimo.com/beta3/
The new software from the creator of Maltego. It is pretty amazing. You just hunt info as usual, while it captures pages, your note, and cross references and links your target subjects.
Needs another pathnode. Likely got stopped in a state between nodes and can't find the next one. Easy fix, but requires a full patch. Will see when we can hit that one. Thanks!