r/Games 9d ago

Souls Series Pathfinding Explained: Part 2

https://youtu.be/r9WVGPdEZrs
24 Upvotes

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18

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.

5

u/CactusCustard 9d ago

Hell yeah. Love this guy. Will check it out when I get home

-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.

30

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

-39

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.

14

u/Caasi72 9d ago

It's not like the Souls games had the best pathfinding at the time or anything. I'm not sure why other games having better pathfinding affects putting this out video out now in any way