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Plan for Stefan Beffy Moises
Plan for Stefan Beffy Moises
| Name: | Stefan Beffy Moises | ![]() |
|---|---|---|
| Date Posted: | May 24, 2004 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Stefan Beffy Moises |
Blog post
AI Update: scaled interiors working, path smoothing
Whee, finally navmesh generation for scaled interiors is working, too! :)

Remember how they've looked like in one of my last .plans?

I was trying to scale the objBox before placing nodes, but ran into some issues with rayCast collisions crashing the engine then etc.
So what I am doing now is I just moved the scaling to a later part of the process, right after the rayscans, before I am transforming the points in worldspace:
easy as that! ;)
Another thing I've been tossin in lately is path smoothing/straightening which is based on an article in Game Programming Gems 1.
The idea behind is pretty simple: walk through all your path nodes, checking for line-of-sight (LOS) between them, so say you have 3 points A,B and C - if you can "see" from A to C (without colliding with anything), you can skip point B and walk straight from A to C.
Here are some pics:
Before:

After:

Before:

After:

It's maybe not that clear to see, but e.g. the second path has around 20 nodes "after" compared to about approx. 120 nodes "before", which makes the movement a lot smoother and straighter...
Next on my plate are dynamic collision avoidance probably using Phil's sensors and further navgraph generation optimization...

Remember how they've looked like in one of my last .plans?

I was trying to scale the objBox before placing nodes, but ran into some issues with rayCast collisions crashing the engine then etc.
So what I am doing now is I just moved the scaling to a later part of the process, right after the rayscans, before I am transforming the points in worldspace:
if(!interior->castRay(start, end, &ri))
{
PROFILE_END();
return;
}
Point3F worldPoint = ri.point;
// beffy: fix for scaled interiors
VectorF scale = interior->getScale();
worldPoint.convolve(scale);
interior->getTransform().mulP(worldPoint);
easy as that! ;)
Another thing I've been tossin in lately is path smoothing/straightening which is based on an article in Game Programming Gems 1.
The idea behind is pretty simple: walk through all your path nodes, checking for line-of-sight (LOS) between them, so say you have 3 points A,B and C - if you can "see" from A to C (without colliding with anything), you can skip point B and walk straight from A to C.
Here are some pics:
Before:

After:

Before:

After:

It's maybe not that clear to see, but e.g. the second path has around 20 nodes "after" compared to about approx. 120 nodes "before", which makes the movement a lot smoother and straighter...
Next on my plate are dynamic collision avoidance probably using Phil's sensors and further navgraph generation optimization...
Recent Blog Posts
| List: | 11/30/08 - Diggers Shop moved 05/20/08 - Horsepack TGEA 1.7.0 update! 10/15/07 - Free giveaway for horsepack owners - "accouterments of knighthood" horse armor 10/06/07 - "Seawolf" Submarine Content Pack available NOW! 07/06/07 - Horsepack TGEA port, Seawolf Submarine progress 06/04/07 - AI Antelope - Sealife/Submarine Pack - PodRacer Pack 05/24/07 - "Project: Seawolf" - Submarine / Sea Life Content Pack by the 3D-Diggers 04/25/07 - Horsepack released!! |
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Submit your own resources!| James Laker (BurNinG) (May 24, 2004 at 11:10 GMT) |
| Anthony Rosenbaum (May 24, 2004 at 13:41 GMT) |
| Ori Cohen (May 24, 2004 at 14:05 GMT) |
| John Vanderbeck (May 24, 2004 at 14:44 GMT) |
I'm cuirious if you plan on releasing this when its done?
| Stefan Beffy Moises (May 24, 2004 at 15:09 GMT) |
@John: yeah, we will release it in any case, but we have yet to decide in which form... as a free resource or as a content pack type thingy or whatever ... and since there is quite some work involved for the 4 of us (and we gotta eat etc. ;)) we *tend* to the second option ;) but we haven't finally decided yet... we'll keep ya posted :)
| Ben Garney (May 24, 2004 at 15:24 GMT) |
| John Vanderbeck (May 24, 2004 at 15:28 GMT) |
| X-Tatic (May 24, 2004 at 19:26 GMT) |
Id say its worth at least double that.
| John Vanderbeck (May 24, 2004 at 20:11 GMT) |
| Joe Bird (May 25, 2004 at 07:16 GMT) |
| Prairie Games (May 25, 2004 at 10:00 GMT) |
| Prairie Games (May 25, 2004 at 10:00 GMT) |
Edited on May 25, 2004 10:00 GMT
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