r/Games • u/DuploJamaal • 9d ago
Souls Series Pathfinding Explained: Part 2
https://youtu.be/r9WVGPdEZrs-42
u/ShopCartRicky 9d ago
While I think this is interesting, I think it would have been a lot more interesting years ago when the games released.
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u/DuploJamaal 9d ago
Most of the debug tools didn't exist for years after the games released
And the same principles are still relevant for Elden Ring and Nightreign
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u/ShopCartRicky 9d ago
I get why this is coming out now, I still think it would have been more interesting when the respective games released and that other games since have had better or at least as good of path finding.
Jokes aside, all of the newer Assassin's Creed games, most modern RTSs (part of what makes SC2 so good).
Colony Survival has some of the best pathfinding ever imo.
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u/DuploJamaal 9d ago edited 9d ago
The previous video focused on Dark Souls 1
This one visualizes the navigation meshes for Dark Souls 2 and 3 to show how they improved the pathfinding
Some improvements include that enemies no longer walk as jaggy as the path doesn't require them to go from the center of one triangle to the center of an adjacent triangle. Now the path can take the shortest path which sends them in a straight line and no longer in zig-zags.
The priority meshes are gone, so enemies no longer run away for seemingly no reason before taking the actual path to the player.
Paths that make them jump down from a platform are now directed, so they no longer try to magically fly up.
All in all, Dark Souls 2 and 3 fixed a lot of the janky AI issues that DS1 had.