Re: Merging of CEL AI branch in CEL trunk

Vincent Knecht <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAGsPR3iKp40DB=xq8-F_E0k+LAfgTP6+K5H3Yhe+F3nFgPia8w@mail.gmail.com>
2012/8/22 Christian Van Brussel <[email protected]>

> On Wed, 2012-08-22 at 18:24 +0200, Vincent Knecht wrote:
> > Go ? No Go ? Should we wait ?
>
> Unless Sam still wanted to commit something, or that some other opinion
> appear, I guess you can go on.
>

More commits in AI branch are not a problem, right ?
Merging in trunk still keeps the branch "clean" for dump submission to
Google,
and they can be merged in trunk later ?

Sorry to appear so eager, but I just have a few days left on holydays,
and I'd like to have a chance playing with all these new CEL things before
it ends ;-)

Here are my first thoughts after looking at using the navmesh stuff, as a
user :

- tool : either navmesh & pathfindingtest test should be changed/merged,
  or a new tool is needed to compute them : agent parameters (like climb
height, etc.)
  are map dependent, while they're hardcoded in current apps.
  Using key-value pairs (kvp) in maps (<key>) might be a way, in addition
to config file settings.
  That led me to wonder whether io_scene_cs support KVPs yet, nor map nodes,
  but it doesn't seem so. How would that be added ?

- navmesh itself : how would one exclude some areas from the map, even if
they'd be walkable
  by agents settings rules ?

- is there "area" supports, in addition do discrete 3D positions for
target/arrival destination ?

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