![]() ![]() Sometimes characters are big, really big and can’t fit down some paths.Certain characters may not be able to traverse an edge, or may require a special action to do so.Edges connect points to tell the nav system how to safely move between points.A low wall is good cover, so is the side of a building.If an obstacle is detected close to a navigation point, information about this obstacle, such as height and width, can be pre-computed and stored in the nav system.Obstacle Visibility - Side to Side and Vertical Shape covers navigable area around point - no obstacles, holes, etc.Can be any shape, sphere is easier to store - point, radius.Points provide discrete locations in space where agents can move to and from.This also applies to using ladders, special doors, etc.The edge has the door attribute, the AI automatically selects the appropriate animation, then continues on the path.The path is already generated, so encountering a door is a simple matter.Edges can also be biased for unique behaviour, such as flying ParentPoint = OpenList.GetFromOpenList() For each edge from ParentPoint Switch Edge.type() Case FLY_EDGE: If (actor.CanFly() ) st = actor.FlyBiasCost() OpenList.AddToOpenList(Edge).Bias edge cost to prevent NPCs from taking undesirable routes simply by increasing edge cost.Title: Soldier of Fortune 2 Double Helix Gold Edition. Your mission: Race around the globe to neutralize the terrorists before the plague is unleashed on humanity. Answer - Compute all possible grenade throws in advance and encode results in navigation system An insidious threat has arisen in the form of a bio-terrorist organization and their two-pronged Gemini Virus.Problem - How do we get the AI to know the best place to throw a grenade?.Throw Edge over Obstacle Standard Edge Obstacle Closest Point to Player Closest Point to Agent Agent Player Points are marked as safe cover, the path selection is then biased towards these safe points.NPCs act in tandem, one covers while the other advances roles then switch until the goal is reached.The path is selected by at a higher level, traversing points and edges is handled separately.The data allows the appearance of more intelligent NPCs, and allows the system to be less resource intensive.Points and edges have static attributes attached to them, these are available to the AI in a look up table.Christopher Reed and Benjamin Geisler Raven Software/Activision “using navigation to give AI more than just routes from one place to another.” Image Sources:.Jumping, Climbing, and Tactical Reasoning: How to Get More Out of a Navigation System Soldier of Fortune 2:Double Helix Paris York CIS 588 ![]()
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