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Plan for Dee

by Dee · 11/06/2005 (9:43 pm) · 5 comments

Collaboration underway!
With the joining of work from Phil, Justin & I, the AI Pack should advance in leaps and bounds, as it looks like the projects overlap in a positive way.
Expect some nice varied options with pathing and AI movement, due to the blending of the works.
With the merging, a proper effort on providing a well rounded AI Pack is a reality!

Basically, its pretty much down to pulling the finished pieces together and getting them on a Torque 1.4 base, (as Phil mentioned in his blog)
To limit any overlap/duplication, the latest post from either of us should contain progress info on this Pack.

I will also continue to update the web page below with a 'latest news' status and screenshots, for those who miss plan/blog updates.

This particular demo version (see below) will stay up, to provide something to play with, until the 'full' version demo and docs are ready for community review.

An existing pre-alpha demo (waygraph/navgraphs not included)
www.bullpendesignstudios.com

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#1
11/06/2005 (10:58 pm)
Looks good Dee.

Have you looked at culling way points that are on a steep vertical slope?
#2
11/07/2005 (12:18 am)
Thanks David.

Quite a few plans for nodes.

Terrain optional low/high culling, optional weighting, optional 'view next way' distance etc.
Although with your suggestion...optional culling should be expanded to include that (vertical slope).

I say optional as you never know what creatures people might want to exist in their world...
i.e. an ant? - would climb a steep slope...

Thanks for the suggestion!
#3
11/07/2005 (8:50 am)
the doc download seems to be corrupted.... could be just me, but I thought I'd post the problem.

I can download it, but I can't unzip it. Corruption error.
#4
11/07/2005 (6:15 pm)
Thanks. Tried it myself, seems it gets 'roughed up' in the upload : )
Link has been replaced with an .mht, should come down fine now.
#5
12/17/2005 (9:59 am)
Scanning the docs and this looks good.