9:34am - I think this is my third Work Post in this waking period. Quite busy today!
I'm at the McDonalds right now, though unfortunately the best spot was taken and I'm stuck with sun in my face. Maybe that's healthy? I don't know. It's hard to see my screen though.
9:47am - Right, McDonalds food eaten to justify my presence here and fill my belly. Now to decide what I'm actually going to do here.
I had been thinking about making my own Unity Movement AI Library but since I found that nice one on Github I mentioned in the previous post, I don't really need to reinvent that wheel.
Let's see what else I can find that someone already made, perhaps?
Chapter 4 in my textbook I'm flying by is on Pathfinding, so let's see what pathfinding is available for Unity. There's navmesh of course, but I'm not sure if that would sync up with this movement library.
10:06am - Boy I wish I had brought something with a sun visor, like my fishing hat. This sun is nuts. Anyways I've googled up a couple things. One turned out to be just about NavMesh, and I've had a hard time finding anything that wasn't about navmesh that seemed useful. That said, I know that the A* implementation I was going off before I jumped rails was based in Unity, so there's that out there too.
10:42am - I got a couple emails that took over a half hour to deal with but that's done, so back to work.
10:47am - This seems like pretty good info: https://arongranberg.com/astar/features
11:24am - I'm being a bit distracted and researching slowly, but that thing I linked is actually pretty neat. There's a free version and a pro version, and they both come with the source code it looks like. I don't think I need anything that the pro version adds, so this might be a nice alternative to basic Unity pathfinding. We'll see when I try it out.
12:55pm - Well after about an hour and a half of research I've determined that the A* Pathfinding Project (for Unity) is good, but there's a bunch of useful features cut out of the free version, that Unity supports out of the box today. I don't know how old the A* Pathfinding Project is but it seems to me the free version is used ideally when you want to use the basic grid type of pathfinding with no jumping. Even their NavMesh solution doesn't seem to handle jumping, while the Unity built-in Navmesh system does. So, I guess I don't need it.
Alas. ^.^;;
It does have some useful movement scripts for handing both types of pathfinding graph, but it says in the documentation many times that you probably will want to roll your own anyways.
1:02pm - I think it's time for me to read from The Book again. Let's see where it takes me next!
1:31pm - I finally reached a part of the book that interested me again, the section on goal oriented behavior, and then I started spacing out. I think it's time to finish up for the day. I'm going to get lunch then go home.
I'm at the McDonalds right now, though unfortunately the best spot was taken and I'm stuck with sun in my face. Maybe that's healthy? I don't know. It's hard to see my screen though.
9:47am - Right, McDonalds food eaten to justify my presence here and fill my belly. Now to decide what I'm actually going to do here.
I had been thinking about making my own Unity Movement AI Library but since I found that nice one on Github I mentioned in the previous post, I don't really need to reinvent that wheel.
Let's see what else I can find that someone already made, perhaps?
Chapter 4 in my textbook I'm flying by is on Pathfinding, so let's see what pathfinding is available for Unity. There's navmesh of course, but I'm not sure if that would sync up with this movement library.
10:06am - Boy I wish I had brought something with a sun visor, like my fishing hat. This sun is nuts. Anyways I've googled up a couple things. One turned out to be just about NavMesh, and I've had a hard time finding anything that wasn't about navmesh that seemed useful. That said, I know that the A* implementation I was going off before I jumped rails was based in Unity, so there's that out there too.
10:42am - I got a couple emails that took over a half hour to deal with but that's done, so back to work.
10:47am - This seems like pretty good info: https://arongranberg.com/astar/features
11:24am - I'm being a bit distracted and researching slowly, but that thing I linked is actually pretty neat. There's a free version and a pro version, and they both come with the source code it looks like. I don't think I need anything that the pro version adds, so this might be a nice alternative to basic Unity pathfinding. We'll see when I try it out.
12:55pm - Well after about an hour and a half of research I've determined that the A* Pathfinding Project (for Unity) is good, but there's a bunch of useful features cut out of the free version, that Unity supports out of the box today. I don't know how old the A* Pathfinding Project is but it seems to me the free version is used ideally when you want to use the basic grid type of pathfinding with no jumping. Even their NavMesh solution doesn't seem to handle jumping, while the Unity built-in Navmesh system does. So, I guess I don't need it.
Alas. ^.^;;
It does have some useful movement scripts for handing both types of pathfinding graph, but it says in the documentation many times that you probably will want to roll your own anyways.
1:02pm - I think it's time for me to read from The Book again. Let's see where it takes me next!
1:31pm - I finally reached a part of the book that interested me again, the section on goal oriented behavior, and then I started spacing out. I think it's time to finish up for the day. I'm going to get lunch then go home.