Explain why we are creating pathfinding from scratch.
(Unique Video Reference: 2_RR_CU2)
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Really glad this course is building from ground up. While learning, I don’t want to know what code is out there that I can use to achieve some objective. I want to know how to write that code in the first place. It’s my humble opinion that any one who is learning to code, should not be allowed to use other pre existing code…just like no one should be using a calculator if they don’t first know how to do the calculations without a calculator. Very grateful that Ben and Co are taking this approach.
We are making our own pathfinder so we can learn the inner workings of it, starting with the basics. And a grid system would be the simplest way to start since it is focused on certain points to look for in a path, such as in a maze game.
I made my own pathfinding code in a Game Maker maze game before, but I would like to translate that to C#. I also hope we learn how to code different types of enemy AI for this, like the ghosts in Pac Man.
I also think this is the right approach. This way we are gonna learn the fundamentals of pathfinding instead of learn how to tweak a bunch of values in unity without fully understand them.
The reasons we are creating pathfinding from scratch are:
Weight: Unity’s pathfinding system is heavy on memory.
Runtime: Unity’s pathfinding is not optimal when things change during runtime.
Learning C# AI and AI principles: By building our own pathfinding we are exploring C#'s capabilities to make AI, as well as exploring the principles and pratice of artificial intelligence. Otherwise, we would just be learning to use Unity’s pathfinding system, which is perphaps not as transferable as a skill.
Since my purpose in taking this class was to learn C# and have an excuse to play with Unity, this appears to be a very good approach. I can always learn Unity’s path finding system once I wrap my head around the theory.