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. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop