Game Development Community

Torque AI Pack

by Stefan Beffy Moises · in Torque Game Engine · 06/15/2004 (3:07 am) · 113 replies

Hey guys, since we are working hard on the TorqueAI project we were thinking it would be a good time now to start collecting some expectations and requests people would have with such a thing...
So if you scan through our plans, you should get a pretty good idea what the basic "AI Pack" will contain, here are some highlights:

Pathfinding / Navigation:
- autogenerated, highly customizable navigation grid for interior and exterior settings, seamlessly connected
- highly-optimized, A* based pathfinding routine
- filters: the autogenerated navigation nodes / "waypoints" (and the "links" between those) can be filtered, e.g. by slope between nodes (terrain slope, but also interior-slope (global as well as on a per instance basis) or by distance to static obstacles or interiors etc.
- possibility to filter waterblock nodes
- NavMeshBlockers: you can block a certain area to not have any nodes generated
- InteriorBlockers: interiors can also be tagged to not have any nodes, but to be used as "blockers" instead
- Terrain texture filter object: you can restrict the node generation to certain terrain surfaces (or prevent the navgraph to create nodes on certain surfaces)
- Additional waypoints can be added manually
- NavMeshModifiers: you will be able to flag certain nodes as "not usable", "blocked", "one-way-only" etc.
- Path interpolation / smoothing / straightening: the generated paths can be visually optimized

Here is a typical AINavGraph block:
new ScriptObject(MissionNavGraph) {
         terrainAngleFilter = "60"; // max. terrain angle in degrees (0-90)
         terrainFrequency = "5"; // dist. between terrain nodes
         interiorAngleFilter = "50"; // max. interior angle in degrees (0-90), can be overwritten for each interior
         interiorFrequency = "1"; // dist. between interior nodes
         botHeight = "2.0"; // max. bot height for this map
         interiorInteriorRayscanHeight = "0.6"; // rayscan height between 2 interior nodes
         terrainInteriorRayscanHeight = "0.4"; // terrain - interior node rayscan height
         terrainTerrainRayscanHeight = "1.0"; // terrain - terrain node rayscan height
         surfaceExclusionMode = "1"; // 1 = exclude marked surface textures (don't create nodes),
         // 0 = create only on the marked surfaces / textures
         // surfaces are marked with the (up to 16 per mission) "SurfaceMarker" entity in the mission editor
         filterWater = "1"; // filter waterblocks, i.e. water that is below the terrain, not the whole rect
         objectDistanceFactor = "1"; // distance factor to remove nodes around obstacles, e.g. interiors
   };
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#101
01/06/2007 (3:26 pm)
Is there an AI Pack available?
#102
01/06/2007 (3:28 pm)
Is there an AI Pack available?
#103
01/06/2007 (4:23 pm)
No, there is not.
No, there is not.
#104
01/06/2007 (4:36 pm)
Last thing I read it was on hold. I not sure when it will start again.
#105
01/06/2007 (6:15 pm)
I would pay... alot... just for the basic pathfinding.
#106
01/07/2007 (12:48 am)
Same here. Phil Carlisle had some updates on this but haven't heard anything new for many months now.
#107
02/04/2007 (9:56 am)
Hi there.

Any news regarding a release date of the AI Pack? (or if they are still working on the project?). I am also very interested in this.
#108
03/19/2007 (12:39 am)
After reading this extensive thread I only have one question. Does anybody have any updates or progress reports. I'd love to take a crack at it when its done. I would pay pretty much anything to be able to cut my work load as much as this pack would.
#109
03/19/2007 (12:59 am)
It's been over a year since I last heard anything. There is another pack in the works though...
#110
03/19/2007 (3:23 am)
Sounds Great!
#111
03/19/2007 (4:22 am)
What is the other pack called?
#112
03/19/2007 (4:46 am)
Well Mathieu Marquis-Bolduc is working on an AI Pack

And Gavin Bunney has already released his final year project on Immersive AI - iAI

Nick
#113
03/20/2007 (12:26 am)
Thanks for the update Nick. I'll check out the other packs.
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