All language subtitles for 1. How Pathfinding actually works

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:02,340 Here we are at pathfinding. 1 2 00:00:02,640 --> 00:00:09,750 Pathfinding basically means an algorithm that given the point A and point B, of course, they should 2 3 00:00:09,750 --> 00:00:10,320 be different. 3 4 00:00:10,710 --> 00:00:18,540 It returns a sequence of steps that any object from point A can take to arrive to point B. 4 5 00:00:19,080 --> 00:00:21,720 Usually these steps are optimized. 5 6 00:00:21,730 --> 00:00:26,250 That means that it tries take the shortest route possible. At the core 6 7 00:00:26,430 --> 00:00:33,600 the pathfinder searches a graph from a starting point to the end point from neighbor to neighbor. An algorithm 7 8 00:00:33,600 --> 00:00:36,590 that's mostly used in game development for pathfinding 8 9 00:00:36,600 --> 00:00:37,830 is called A*(start). 9 10 00:00:38,460 --> 00:00:41,670 This is mostly hidden between layers upon layers. 10 11 00:00:41,670 --> 00:00:47,520 For example, even in Godot, you can call it via a function and you don't know what exactly happens under 11 12 00:00:47,520 --> 00:00:48,000 the hood. 12 13 00:00:48,330 --> 00:00:50,940 This is good and bad at the same time. 13 14 00:00:51,030 --> 00:00:53,640 The good part is that everything is kept simple. 14 15 00:00:53,640 --> 00:00:56,220 You just use it, set it, and forget it. 15 16 00:00:56,550 --> 00:01:03,030 The bad part is that everything is hidden from you, and if you want to customize it, you tweak it 16 17 00:01:03,030 --> 00:01:04,890 a little to make your game special. 17 18 00:01:05,310 --> 00:01:10,020 Then you will encounter some issues because, well, it's basically a black box. 18 19 00:01:10,320 --> 00:01:15,360 But don't worry, because in this module we will be creating our own Pathfinder from scratch. 19 20 00:01:15,750 --> 00:01:22,710 It's not as efficient as A*, but it's quite efficient for a lot of game types and also for some 20 21 00:01:22,710 --> 00:01:27,030 structures that cannot be achieved with A* such as a flow field. 21 22 00:01:27,300 --> 00:01:33,390 At the core of every Pathfinder, there are two parts: the domain and the actual algorithm. 22 23 00:01:33,690 --> 00:01:35,580 Let's find out about each. 23 24 00:01:36,330 --> 00:01:44,700 The domain or also the space is where the algorithm happens, where the AI knows what is a wall, 24 25 00:01:44,700 --> 00:01:50,700 what is the space that it can move, what are some other obstacles and some destination targets? 25 26 00:01:51,150 --> 00:01:55,330 And it's important for the domain to have these characteristics: Fast 26 27 00:01:55,830 --> 00:02:03,060 The domain query needs to be fast because when you have 100 units doing the same queries over and over 27 28 00:02:03,060 --> 00:02:10,170 again, then if you have a complex 3D environment, then not being fast means that your game will be 28 29 00:02:10,170 --> 00:02:13,170 lagging and it will give a bad experience for the player. 29 30 00:02:13,200 --> 00:02:16,740 For this, we need a simplified version of the environment. 30 31 00:02:17,070 --> 00:02:21,030 One example of this is called navmesh or navigation mesh. 31 32 00:02:21,060 --> 00:02:23,670 The domain also needs to be reliable. 32 33 00:02:24,120 --> 00:02:33,450 That means that any domain that provides wrong paths through the walls or through obstacles is bad because 33 34 00:02:33,780 --> 00:02:36,630 of course, it's clearly not working as intended. 34 35 00:02:37,050 --> 00:02:42,640 So every query to the domain should be similar to what would be in the real world example. 35 36 00:02:42,660 --> 00:02:45,510 And lastly, the domain should be stored properly. 36 37 00:02:45,510 --> 00:02:50,610 And what I mean by this is using the correct data structures, because if you use the wrong data structures, 37 38 00:02:50,610 --> 00:02:53,310 then it will take time to query the actual domain. 38 39 00:02:53,700 --> 00:02:56,700 So of course, it needs to be stored in the proper ones. 39 40 00:02:56,730 --> 00:02:58,200 We will use graphs for this. 40 41 00:02:58,470 --> 00:03:04,200 Now let's look at the algorithm of a pathfinder. And there are many algorithms to do it. 41 42 00:03:04,410 --> 00:03:05,500 A*(star), Dijkstra, 42 43 00:03:06,110 --> 00:03:08,820 Depth-First Search (DFS), Breadth-First Search (BFS) and much more. 43 44 00:03:08,910 --> 00:03:13,860 What they have in common is that they give you from point A to point B a path. 44 45 00:03:14,040 --> 00:03:20,820 They work differently, and most importantly, they have different speeds of execution. 45 46 00:03:20,850 --> 00:03:23,310 So some are faster and some are slower. 46 47 00:03:23,760 --> 00:03:30,670 But of course, they do have slightly different results that can be used a little in more or less ways. 47 48 00:03:30,810 --> 00:03:33,450 The algorithms can be categorized in two parts. 48 49 00:03:33,570 --> 00:03:35,400 Uninformed and informed. 49 50 00:03:35,640 --> 00:03:42,180 Uninformed means that the algorithm doesn't know more about the environment, except that what's a wall 50 51 00:03:42,210 --> 00:03:47,790 or what's a space that it can use. Informed the means that the algorithm knows a lot more. 51 52 00:03:47,820 --> 00:03:50,490 For example, this terrain is a swamp. 52 53 00:03:50,490 --> 00:03:51,630 This terrain is grass. 53 54 00:03:51,630 --> 00:03:52,790 This terrain is ice. 54 55 00:03:53,220 --> 00:03:56,190 So of course, it has much more information about it. 55 56 00:03:56,220 --> 00:03:59,460 In the next chapter, let's look at the pathfinding algorithm. 5902

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