Re: Merging of CEL AI branch in CEL trunk

Sam Devlin <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAL0_xOomGRD_6cAMHPTiLa9rNGvvz=oxUmA3=Jbg_nB20T_2Dg@mail.gmail.com>
Hey Vincent,
Glad the merge was succesful, some thought on your ideas for improvements.



> Here are my first thoughts after looking at using the navmesh stuff, as a
> user :
>
> - tool : either navmesh & pathfindingtest test should be changed/merged,
>

I agree, whilst there are minor differences between the two (one sets two
markers the other sets an agent to walk between the two) it does seem
redundant to have both. Especially as appsteering also has an example of an
agent moving along a path generated by a navmesh. I think appnavmeshtest
should be kept for generating navmeshes and testing the construction of
paths, for this a marker at both ends would suffice and arguably be clearer
than having an agent moving around. Furthermore appnavmeshtest does not (if
I remember correctly) use the deprecated behaviours/behaviour layer that
apppathfindingtest does.


>   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 ?
>

I agree strongly here, I didn't notice this until I tried to generate a
navmesh for the life sim demo. Making the combined tool more generalisable
by making which map is loaded and these parameters something that can be
set outside of the code (i.e. without re-compiling) would make the apps
significantly more useful.


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

Whole sectors can be excluded by not adding them to the HNavStruct, but I
presume you mean smaller areas? Also could you clarify what you are
referring to as far as "even if they'd be walkable
  by agents settings rules ?"


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

I think there is a parameter for how close to the target/arrival point you
need to be, this could be used to support areas as you would effectively
have a circular area defined by the perimeter and the point.

Kind regards,
Sam.

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