UT bots
does anyone know the algorithm used in UT for path finding. I know it uses the path nod newtork which is easy to set up, but wondered how they weighted the nodes
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distance?
There's probably a simpler, more elegant way of doing it but hell this is London
Over my head.. but maybe not over this guys.
http://www.red3d.com/breese/navigation.html#gamenavi
try there, hes got links to postscript files about bot navigation... everything from in games, to real world robots, to robotic ''sight''.
The link is from Botman''s site (half-life bot maker)
http://www.planethalflife.com/botman/index.shtml
http://www.red3d.com/breese/navigation.html#gamenavi
try there, hes got links to postscript files about bot navigation... everything from in games, to real world robots, to robotic ''sight''.
The link is from Botman''s site (half-life bot maker)
http://www.planethalflife.com/botman/index.shtml
January 31, 2002 08:33 PM
Just decompile and dig through the UnrealScript.
(I know that doesn''t help that much. . . .but it''s somewhere to start. )
(I know that doesn''t help that much. . . .but it''s somewhere to start. )
The actual algorithms for finding the next path node are in the engine code not the script I''m not sure if that code was released. I recall epic releasing a lot of the header files and such so people could compile new code, but not too sure about the full source.
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