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UE4 Open WorldAI Navigation
And how did we get here
RecastbyMikkoMononen
Best thingthathappenedto gameAI navigationsince sliced
bread!
• Lightweight,fastand open-source!
• De facto industry standard
• Resurrected and availableon github
https://github.com/memononen/recastnavigation
UE4 Navigation parts
• Navigation bounds volumes
• Navigation relevant actors
– geometry & other data (links,areas)
• NavigationOctree
– stores navigation-relevant data
– speeds up gathering relevant data for specific navmesh tile’s
generation
So what’s the problem?
This doesn’t scale all that well
GDC Demo Map, 256 km2
Naive approach
Navigation Octree ~10.3GB
NavMesh ~500MB
Plus~30 minutenavmesh generation(8 core machine)
And requires loading alllevels for navmesh generationpurposes
This, of course, is useless.
Whyit was so much?
• Empty NavMesh tile- 176 bytes
• 10000 tiles,~50kBeach, 16000uu x 16000uu
• Every piece of navigation-relevantdata kept in Navigation
Octree
Solutionideas
Dumpthe navigationoctree!
– Static navmesh of 500MB is acceptable
– Nowork required, supported out of the box
– NO GO, we wanted to show dynamic navmesh generation!
Solutionideas
CustomLandscape-specific
navigationgraph
– Mainnavoctree occupant
– NO GO, more then just
lanscapesin the demo
Solutionideas
Highlevel navigation mesh
– Huge voxels, very low
precision
– Low memory, fast generation
– NO GO, would require a
custom local-navigation
solution
No worries!
Low-hanging fruit solution
• We don’t need allof navmesh allthe time
• We need only the nav octree information required by tiles we need
Applied to UE4 Navigation System
• Navigation bound stay the same
• Navigation octree to store only the data relevant “now”
• Introduce a way to communicateto Navigation System where
navmesh isrequired
Navigation Octree
• Lazy geometry gathering
– outside of game thread
• Landscape slicing
– never stored in octree
– constant cost, outside of game thread
Navigation Invokers
• Internaland externalradii
• Updated on a regular basis
• Only “new” tiles require work
GDC Demo Map, 256 km2
Naive approach At GDC
Navigation Octree ~10.3GB 572MB
NavMesh ~500MB 31MB
The endresult still not ideal
But we’re not done yet! :D
Futurework
• Don’t store anythingin nav octree unless it’s necessarry
– Currently only geometry is treated the smart way
• Moveable navigationbounds
• Give lazily gathered octree data a lifetime limit
• Multithreadedlazy geometry gathering
Hit meup
mieszko.zielinski@epicgames.com
MieszkoZ

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Mieszko Zielinski (Epic Games), White Nights 2015

Notas do Editor

  1. Lightweight, fast and open-source! Lots of companies included it in their own source code and featured it up. De facto industry standard No excuse to have anything worse when Recast is FREE! Resurrected and available on github https://github.com/memononen/recastnavigation
  2. Navmesh size: And that’s after bumping Tile Size from 1600uu to 16000uu Before the change empty navmesh was consuming ~168MB (1 million tiles) Landscape the biggest nav octree offender What could we do about this? Obvioulsy, look for.. Low handing fruits
  3. Navigation bounds stay the same – not much we can do here, we want to be able to navigate everywhere
  4. Far from it! – we’d actually save memory with just sticking to static navmesh
  5. Moveable navigation bounds (Recast doesn’t care)