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Camelot Unchained's Navigation System Has Landed

Dynamic tiling system, improved NPC pathing, and more

Poorna Shankar Posted:
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The navigation system for Camelot Unchained is finally here as outlined in their latest Community Update.

Final testing for the 1.0 version of the navigation system has been enabled and includes a dynamic tiling system. This system will split up the world into various regions where navmesh can be constructed independently while the world sees changes through destruction, or adding or removing various structures.

NPCs can also create independent path requests. The team writes that this was created specifically to handle the demands of an MMO with all its complexity in user generated content. Mark Jacobs actually wrote a little post script sharing his own excitement for this feature,

“just wanted to add here how happy we are that this long-running task is not only complete but working so well. As the videos that we have linked to below show, we now have NPCs that can run around player-built structures.”

You can check out the full list of changes in the community update here.


ShankTheTank

Poorna Shankar

A highly opinionated avid PC gamer, Poorna blindly panics with his friends in various multiplayer games, much to the detriment of his team. Constantly questioning industry practices and a passion for technological progress drive his love for the video game industry. He pulls no punches and tells it like he sees it. He runs a podcast, Gaming The Industry, with fellow writer, Joseph Bradford, discussing industry practices and their effects on consumers.