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Thank you very much.
@frob I have used the navigation system before but I am not sure how I can use it for the two lanes and possibly more in the future. I'm also not sure how I would use the nav mesh to show road markings to show the right way to the destination (which is my main priority). I'll experiment with the na…
Hi everyone,
In a fit of nostalgia, I decided I wanted to try my hand at creating an AI to play an old HL1 mod called “Natural Selection” - a marines-vs-aliens asymmetrical mix of RTS and FPS elements - since nobody plays it any more and there isn't a good bot already available that is actually fun …
I have never implemented funnel and don't know how it works, but you can always make the mesh locally flat.
To do this around an edge, you rotate the two triangles around this edge so they preserve their angles and area, but lie on the same plane.
To do it around a vertex, you sum up the adjacent tri…
An algorithm created to make AI not fly into things (it's not boids).
The high level idea is to create avoidance spheres.
When an ai agent enters a sphere, it avoids the center.
The deeper the agent goes, the more avoidance it has applied to it.
The avoidance removes a portion of its desired direction …
IADaveMark said:
One quick solution is to put an invisible object that blocks the generation of the navmesh on the bad side of the door. Of course, that will also keep people from sliding the walls past the door… but it is, again, a quick solution.
Actually, this is awesome! If that object is a NavMe…
Take a look at the following video. The moving capsule is trying to reach the red cube but on its way, it accidentally opens a door that it's not supposed to open.
I know why this is happening. My logic says “If the distance between any door and the agent < 4, then open the door”. The problem is…
Yeah, I can give you some pointers on A* pathfinding.
But in the video you linked, the battlefield is completely open, no fixed obstacles at all. Is that true for the whole game? In that case A* might be overkill, and I would go more for the approach @TheBlackRattle is advocating. So basically make …
JoeJ did a good job of suggesting different data structures for navigation. This is important!
General Purpose: Finned Edges
Personally, for reasoning about triangle geometry, I find the the “finned edges” data structure is pretty useful. Basically, throw away all information about rendering (texture…
Well, the one thing I learned was that I can create the hard-coded Pool-type arrays by using nothing as the initializer:
var myPool : PoolColorArray
It's also the case that anything marked "export" in the class will be visible in the editor, and read/write by the serializer. This means that "editing…