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WINGBYTE

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A member registered Aug 05, 2025 · View creator page →

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(1 edit)

No, I don't think so. It’s too much of a headache because, while I can package the pathfinding code itself, I’d also have to create scripts so that users could actually apply that path, and that process is just too variable.

Right now, after generating a graph based on the navmesh, the pathfinding returns an array of points from position A to position B. Depending on how they are located relative to each other, the array size will vary. To me, it’s obvious and simple how to work with that route in the code, but for the average user, that array doesn't help at all. Most people in the community aren't coders, they want out-of-the-box solutions.

That means I would also need to write a full set of behavior scripts for, say, an NPC to actually move along that array. That involves accounting for a ton of different scenarios and conditions to make it truly user-friendly. I honestly just don't want to deal with the hassle of that process.

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Plus, it's important to understand the difference between pathfinding/navmeshes and actual NPC AI. This is just a tool that generates a path for further processing by an NPC, it's not the AI itself. Because of that, I don't see any point in publishing my implementation, for most of the community, it would be completely meaningless, since without a set of events and NPC behaviors, it’s basically useless.

Hi! Yeah, it’s hard to say much - I never actually packaged it into a finished set of behaviors for no-code use. In reality, I did write the code for pathfinding using various algorithms as a proof of concept for the engine. The only catch was that the navigation mesh used a specific workflow and had to be created manually in a 3D editor.

Other than that, since there was zero interest from the community, I dropped it. The core was functional, there just wasn't a user-friendly wrapper for the code to make it easy for others to integrate into their projects.

Nice

Elmo's Letter Adventure : r/nostalgia

Sesame Street: Elmo's Number Journey (N64) | GameCola

So basically, it means you could make a game kinda like Elmo’s Letter Adventure or Elmo’s Number Journey from the Nintendo 64?

(1 edit)

Hi! This little tool lets you write your own library and load it into your game or app.

For example, right now I’m using it to hook up a gamepad in a CopperCube game (plus a few extra features like changing the game window size at runtime).