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The Quest for Navigation - Update 1

by Kerry Enfinger · 10/21/2011 (8:52 pm) · 2 comments

I now have the Seek, Flee, Pursue, Evade, and Wander functions working and have implemented user-customizable fields to allow easy changes in real-time. Evade and Pursue radius and distance can be set on the fly and any GameBase datablock can be set as the enemy for the AiPlayer character. I can now make the character pursue or evade any datablock present in the game. Imagine the character fleeing from a campfire every time it comes into range!

I have also implemented the ability for the AiPlayer to resume its original destination after being interrupted by Pursue, Evade, or Wander. This feature allows the character to resume its path to its original destination after being sidetracked by one of the other behaviors.

There are still bugs to work out but the progress is steady. Everything so far is source coded in order to ensure the fastest possible calculations and response. When the tests are final, I will create a separate AiPlayer class so that the additions will not interfere with existing script or code. I am also going to implement a script to take advantage of all of the features.

Stay tuned for Update 2 and videos!

Multiple AiPlayer Features
www.alteredrealitysoftware.com/AiDemoPlayer1.jpg

About the author

Owner of Altered Reality Software -- Bachelors Degree in Game and Simulation Programming -- Masters Degree in Database Management -- Currently working on Ph.D. in Computer Science


#1
10/22/2011 (6:39 am)
Cool stuff, plus smart choice having your own custom Ai Class not overwrite the stock. Does your node-grid work over DTS mesh as well as terrain?
#2
10/22/2011 (6:56 am)
Yes, the choices as of now are TerrainObjects, WaterObjects, InteriorObjects, EnvironmentObjects, and StaticShapeObjects. Each one can be included or excluded.