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Combat AI: navigating/covering

Started by June 25, 2009 01:34 PM
9 comments, last by WilliamvanderSterren 15 years, 4 months ago
Quote: Original post by spek
... That would indeed discard quite some situations, though walls with windows and doors can still deliver problems sometimes...


The system should work just fine with windows and doors (since it was designed for those frequent situations), provided you address the following:
- waypoint placement / mesh creation should recognize the importance and doors and windows in combat and put waypoints / mesh cells in the door and in front of / behind the window. This might increase the waypoint / mesh density beyond what is required for path-finding, but since this approach aims to reduce ray casts consumption and ray casts typically consume more CPU than path finding consumes, this will reduce CPU load despite path-finding becoming slightly more expensive.
- during the LoF table construction, perform multi-sampling on each waypoint by testing LoF from another waypoint to the waypoint at various offsets. You want the LoF value to be robust against characters being at minor offsets from waypoints.

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