| ▲ | flohofwoe 3 hours ago | |
Pathfinding middleware has traditionally been a thing though, e.g. apart from the mentioned ReCast (which is the popular free solution) the commercial counterpart was PathEngine (looks like they are even still around: https://pathengine.com/overview/). If you need to do efficient path finding on random triangle geometry (as opposed to running A* on simple quad or hex grids) it quickly gets tricky. What has undeniably declined is the traditional "10k US-$ commercial middleware". Today the options are either free and open source (which can be extremely high quality, like Jolt: https://github.com/jrouwe/JoltPhysics) or fully featured engines like Godot, Unity or UE - but little inbetween those "extremes". | ||
| ▲ | ux266478 3 hours ago | parent [-] | |
> Today the options are either free and open source (which can be extremely high quality, like Jolt: https://github.com/jrouwe/JoltPhysics) I did mention this was changing in particular with physics engines. That being said, proprietary dependencies still reign supreme in places like audio engines. Something like OpenAL isn't really a replacement for FMOD or Wwise. I know those off-the-shelf engines roll their own replacements, but then they also roll their own pathfinding and navmesh generation as far as I know. | ||