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Walkabout Navigation Toolkit Release 1

by Daniel Buckmaster · 10/16/2012 (4:12 pm) · 27 comments

Finally - the time has come! Walkabout is released, along with another short video showcasing real-time NavMesh updating.

img69.imageshack.us/img69/8023/walkabouttitle.png

You never thought you'd see the day... and neither did I, to be honest! But I've finally managed to pull my head above the stormy waters of university long enough to ensure that everything is ready for Walkabout's release. And boy, am I excited about that! I'm really pleased that I can finally let you guys get your hands on what has been a very significant amount of work for me, as well as a massive learning process. I sincerely believe you won't be disappointed.

Get Walkabout here!

It'll set you back $40.00 USD via PayPal. If you really, really can't use PayPal,
then alternative arrangements can be made.

Instead of re-re-iterating Walkabout's features (because nobody wants that), I'll point you to the features page on Walkabout's site, and my previous blogs on the subject.

I mentioned videos in the blog deck. That's right! This first video is a short one. One of my favourite features in Walkabout is the ability to update little pieces of a NavMesh in real-time - for example, when an object is deleted. The entire NavMesh doesn't need to be updated, just the little tile where the object in question is. And even better, paths automatically update when a NavMesh changes. So if you've got characters running around, they'll respond to changes in the level.


And since I didn't post it on my last blog, even though it was ready, here's the second video tutorial I've produced. It goes over creating off-mesh links in the editor, and showcases the different flags that these links can have so you can tweak your characters' behaviour.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!

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#21
11/08/2012 (1:02 pm)
I can't get it compiled. :(
#22
11/08/2012 (2:38 pm)
What sort of errors are you getting?

Quick checklist:
  • Walkabout source files are in Engine/source/walkabout
  • walkabout.inc is in Tools/projectGenerator/modules
  • Added includeModule('walkabout'); to projectCode.conf
  • Ran generateProjects.bat
Methinks I should create a forum thread for help on issues like this.

I did it. Please post about issues there in the future!
#23
11/21/2012 (1:44 pm)
Only just discovered this, it looks awesome. I've recently been working on some simple AI for my game and have been looking for a good pathfinding solution. I assume this works with the latest MIT version of T3D? If so I'll be purchasing this kit soon.
#24
11/23/2012 (1:43 pm)
Paul: Yep, Walkabout plays fine with the MIT release.
#25
02/01/2013 (1:20 am)
...... sorry double post ... sorry
#26
02/01/2013 (1:21 am)
Hello,

Is it better to buy Walkabout or "The Universal AI starter kit" ?

Overlapping features confusing me. Can anybody tell the pros and cons of one over another ?

Does this work with Torque3D MIT license version 2.0 ?

How many maximum AI characters can I have on my level ? Any benchmark on that ?

Thanks,
#27
02/01/2013 (2:21 am)
Walkabout allows your characters to navigate around complex environments, while the UAISK allows them to make decisions about whether to fight or flee, aim at targets, follow patrols, etc. With Walkabout and nothing else, your characters will be able to navigate very well, but you'll need to tell them when and why. They won't respond to being shot, or seeing an enemy, or even know what an 'enemy' is supposed to be. The UAISK takes care of that high-level logic.

The UAISK has a built-in navigation system, but you may find it inadequate under certain circumstances. The two products are complimentary, and I provide instructions in Walkabout for integrating it into the UAISK. It's actually a very simple process! And of course, Walkabout can work with any other high-level AI system you want to use.

Yes, Walkabout is built against MIT T3D and it should work with T3D 2.0.

I haven't performed extensive stress testing on Walkabout, but the answer to your question depends very much on what high-level AI is on top of Walkabout. For example, some games use pathfinding queries many times a second to let the AI reason about its environment. Others only update the pathfinding once every few seconds, when characters reach their destinations.
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