In case you missed it (and you really shouldn't), here's a demo of the new pathfinding tools created by Linden Lab and available to SL developers in the next few months, offering robust movement behaviors (follow, patrol, etc.) for scripted objects:
When I first started watching, I wondered, "How are they going to create pathfinding that recognizes dynamic content creation and object moving?", and that gets answered (like a boss) at around 4:30. Read more about it here, and also on the official Wiki here. Question for developers reading this: What will do you with these tools once they're available? And yes, please feel free to promote your coming projects, because we want to know about them.
It'll be useful for tons of stuff including moving cameras for machinima. Thank you, Linden Lab :-D
Posted by: Osprey | Monday, February 20, 2012 at 01:52 PM
For starters I'll use it to replace the scripts inside the train and tram riding around my sim.
I may then use it inside taxis that can drive people to certain locations.
Posted by: jo yardley | Monday, February 20, 2012 at 01:59 PM
Good work LL. Is pathfinding going to be available on mainland or is this restricted to private regions?
Posted by: Ann Otoole InSL | Monday, February 20, 2012 at 02:22 PM
Depending on the complexity of the ruleset for pathfinding that is available, I'll be making a tower of defense game, the function needs to be complex enough to be able to avoid or chase particular lists of object/keys. We'll see!
Posted by: Adeon Writer | Monday, February 20, 2012 at 02:26 PM
I can't wait to build a tower defense game with it.
Posted by: Squeebee Wakawaka | Monday, February 20, 2012 at 02:32 PM
Of course, for tower defense we need the ability to dynamically find out about a lack of paths, to prevent players from completely blocking.
Posted by: Squeebee Wakawaka | Monday, February 20, 2012 at 03:00 PM
I have 2 grid wide games in development for quiet some time now. I am waiting for the new pathfinding system, because it is just perfect for my projects.
Posted by: Henry | Monday, February 20, 2012 at 04:26 PM
I will be interested to see how a server side implementation compares with my LSL solution for artificial life.
@osprey I would guess you won't get a smooth panning type travel for a camera, but would love to be proved wrong.
Posted by: Bavid Dailey | Monday, February 20, 2012 at 09:34 PM
I will continue to try and push the envelope of immersion in Second Life. I already have some delightful ideas on how to use pathfinding to create some unique encounters in the darker corners of Doomed Ship.
I am equally excited regarding the opportunities presented by the other "Linden Realms" features we will soon have.
Posted by: Sveid Heidenstam | Tuesday, February 21, 2012 at 06:16 AM
@Squee you can indeed know when. I path exists, so :)
Posted by: Adeon Writer | Tuesday, February 21, 2012 at 07:17 AM
I have a hunting system in development that I am working with another scripter on. The timing of this is perfect. We will work on the test grid to assist with alpha and beta testing and continue to develop our project there.
Posted by: Vivienne Daguerre | Tuesday, February 21, 2012 at 09:51 AM
Well this was just a first playtime not a camera test and it looks useful to me for that function: http://youtu.be/4rN5pPx8jTw
Posted by: Osprey | Wednesday, February 22, 2012 at 02:20 AM
I am going to make a pet! :-)
Posted by: Karma Avedon | Wednesday, February 22, 2012 at 08:56 AM