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The best system for my case

Started by November 17, 2010 08:47 AM
18 comments, last by VitaliBR 14 years ago
Quote: Original post by InnocuousFox
OK... now we're getting somewhere! Yes, you can use A*, but some of the edges are special. For example, the edge that runs between a platform and the floor would be defined as being "jump up" or "jump down". Some enemies might be able to jump up or down (or only down). Also, you designate it as different heights of jumps so that perhaps different enemies can only jump to some places, but not others. You can also do this with two platforms where you jump over a gap. Also, some edges may be 1-way only (for example, down but not up).

By creating these nodes and edges, you are providing a framework that your enemies can use to determine how to get from one place to another via A*.


Cool, I do not have the book yet, but I saw in your index (on amazon) "Chapter 5 The Secret Life of Graphs" or "Chapter 8 Practical Path Planning"
In this chapter I'll learn to do what you said? to implement and create a 2D grid on my map?

:)
http://mateusvitali.wordpress.com/
Probably. No book is going to be magical... you still have to think about how to apply it to your situation.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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Just to make sure my thinking is not wrong when you said to create a 2D grid for my level, was similar to that? (I did a piece in photoshop just to demonstrate)

http://mateusvitali.wordpress.com/
Way too much. For platforms, you would only need to have 2-3 nodes at the walkable level. Don't bother putting nodes in the air unless things are going to be flying (not jumping).

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

Quote: Original post by InnocuousFox
Way too much. For platforms, you would only need to have 2-3 nodes at the walkable level. Don't bother putting nodes in the air unless things are going to be flying (not jumping).


Is that prent use jetpacks to enemies, so they can jump or just use the jetpack :)
http://mateusvitali.wordpress.com/
At that point, using a navgraph might not be your best bet anymore but rather using local steering behaviors. Not sure...

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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Steering is nifty, but tends to be difficult to tune and can be prone to problems like getting stuck in corners. It also works best with characters that can freely accelerate in any direction (i.e. aren't constrained by walking animations). It also can't handle problems like local minima - it's more a solution for local obstacle avoidance than for path planning.

A hand-built navigation graph is probably the simplest and quickest to get up and running. If it meets your needs, it might be the way to go. With that said, it can result in funny looking paths.

A navmesh is by far the most robust solution, but generating the graph can be tricky to code.

A simple tile-based (i.e. laying a grid of tiles over your map) approach has many of the advantages of a navgraph, but is much simpler to implement. The downside is that if you need too many tiles it can be too expensive in terms of memory usage. Depends a bit on how big your map is, and how big your tiles can be and still adequately represent the space.
If you do not know how I do (what better way), I know even less :(
lol
http://mateusvitali.wordpress.com/
If you do not know how I do (what better way), I know even less :(
lol
http://mateusvitali.wordpress.com/
I thought to create waypoints and thereby create a 2D graph of the entire map for the bots will / can use jetpacks.

What about the dynamic objects that prent put on the map (such as crates and barrels) I thought about doing checks the mesh of the object with the graph, ie, if the waypoint between A and B is a box will cause the algorithm bot who choose another point (in case C), so instead of going from A to B, going from A to C.

But my doubt is whether the checking of objects will hinder performance
http://mateusvitali.wordpress.com/

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