With the NavMesh work that you showed off, and knowing that there's this huge, elaborate AI roadmap, subsumption and all that, how does NavMesh really play into that?
TL;DRNavmesh looks basic, but the hard part is moving characters between different meshes and parts of the universe, which they got working quickly and hope to show in the next update.
I think basically the one really critical part is that NavMesh seems like very basic functionality in AI, right? It's just one guy moving from one place to another. It seems pretty trivial because at the end of the day, it's a very well-known problem and a very well-solved problem in AI, right? But what we do is different parts, like having systems that move in different ways, one in relation to the other. I think the critical part is also being able to navigate between different parts of the universe, and this is what I think is really unique, even just between different meshes. Because it's not so trivial to allow a character to move from one part that it knows to another part that it doesn't know, right?
I have probably wasted months and months of my career working on things just like that in the past. And it's something that we've been able to achieve in a fairly short amount of time.
I think we were very happy about how the progress was in a few weeks, and then we were like, you know what, let's try to put more stuff in. I wish we had more time to also put it in the Gamescom demo, but I think this is something people will see in the next update. We want to show as much as possible.