Tag Archives: smoothing

Navigation mesh as used in insomniac games

A navigation mesh, or navmesh, is an abstract data structure utilized in AI applications to aid agents in path-finding through vast spaces. Meshes that don’t map to static obstacles in the environment they model offer the additional advantage that agents with access to the mesh will not consider these obstacles in path-finding, reducing computational effort and making collision detection between agents and static obstacles moot. Meshes are typically implemented as graphs, opening their use to a large number of algorithms defined on these structures.

One of the most common uses of a navigation mesh is in video games, to describe the paths that a computer-controlled character can follow. It is usually represented as a volume or brush that is processed and computed during level compilation.

Games are striving for a more immersive and fun experience and Non-Playable-Characters in game play a huge role in it as it gives NPCs the ability to perceive the world around them, react according to situation is a fundamental element of the game.

How AIs navigate is often how design gives personality to the NPC in the game. Designers are not burdened with movement implementation and let him/her worry about higher level aspects of game as it should be. The industry is moving away from heavily scripted AI to more dynamic and innate movement solution as usually AI usage comes in as few commands into the system.

NPC also uses system to scan for targets to feed it back to AI logic to monitor threat perception by AI & player. Also used to determine ‘spawn’ locations in the level. Resistance single player levels reused by multiplayer designers, various world representations have been used as a result

Navigation-mesh has gained considerable current reception. A* algorithm and its mods are typically used for path-finding on the navigation world following covers our experience, implementation and progress path-finding (A*) had volumes as nodes.

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Designer laid out the entire level navigation mesh in maya, polygons are represented as nodes and edges as connections for A*. Navigation was one of the big bottle necks on PPU; maximum soft limit of 8 navigating NPCs at a given time. The lod system was put in place so NPCs at a distance did not use nav and went to great lengths to stagger the nav queries across frames even with above limits.

It was different production cycle for PS3 launch. If you look at RFOM levels . 3 RFOM levels shared a theme and wanted that to make one Resistance 2 level. Level streaming took care of rendering but nav was monolithic for whole level design planned to increase nav poly density by 3x. we were making 8 player co-op mode which implied enough NPCs to keep 8 players engaged in some encounters.

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Tri-edges are A* graph nodes and polys are connections/links in the search graph which provide customization abilities like jump-up and jump-down distance A* parametrization now possible. It introduced Hierarchical path-finding and used A* among poly-clusters to calculate coarse path in order to refine NPC’s immediate path with in poly cluster as needed

They ran into inherent disadvantages of the scheme where in it doesn’t give shortest path which designer expects as a result path caching was added. NPC’s new request for path was checked against its last successful-path (high hit ratio) and made cost estimates in A* do more work which removed edge-mid point to edge-mid point for cost estimate that computed point on edge which minimizes cost (greedily) to be outputted path hardly needed smoothing.

A* at the time was so low that we took out hierarchical path finding. Hardly spent 10% of navigation shader budget on A* even in co-op mode with ~100 NPCs using navigation on screen. Path-finding was changed to consider more parameters ability to jump up/down various distances where we use one navigation-mesh for varied size NPCs.

A* considered NPC’s threshold clearance when searching the design used above feature to selective path among AI. They preferred corner radius (maintains radius away from boundary) and full-frame deferred navigation queries. The game-play code was changed to  use navigation data as queries while AI synced previous frame results and set the query for next frame’s needs. Code was streamlined to batch all navigation queries. Navigation query data access was also isolated for concurrency needs. Readied for shader offloading of navigation processing to find point on mesh query given a volume and parameters, outputs closest point on mesh maintain NPC’s tolerance radius away from boundary. Navigation-mesh cluster’s AABBs are kept in LS for broad-phase.

Read navigation query results from previous frame, steering the setup navigation queries for next frame’s animations and physics setup update. Animation shader jobs are added, physics shader jobs are added and navigation shader jobs are added. Could have run anywhere after pre-update to next-frame’s pre-update.

All the navigation queries were full frame deferred (gameplay issues reads results from previous frame’s issued query, steers and setup up for next frame if it has to)

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One mesh is used for all sized AI so string pull doesn’t maintain NPC’s tolerance away at corners. The issue, especially for big NPCs like Titan in Resistance (where they would try to cut across the edge).

NPC has to not only get to first bend point but also need to orient towards the next bend point in the path. Navigation shader job computed the bezier approach curve for the bend point.

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Curve tangent is computed by doing a swept sphere check for the specified distance in the current NPC facing direction. The end curve tangents is computed by doing back projection swept sphere check from first bend point in the opposite direction of second bend point. The bezier curve is computed using above tangents. NPC always aim for the mid-point of the curve for smoother approach.

To support higher volume of NPCs, especially for 8 player coop steering used a simple dynamic avoidance for the shader to compute escape tangents for each obstacle it came across.

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Steering span all escape tangents in a circle around the NPC and are picked the resulting direction is the valid vacant hole closer to the desired direction towards the path bend point. Simplicity trade-off above in order to support huge number of NPCs running and it held up just fine. NPCs could still get stuck as picking the closest escape tangent would make it run into wall.

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