Pathing system curiosity
douchebagatron
Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
Just out of curiosity, could I get some more info on the pathing system? I'm assuming your using some form of A*, probably with a dynamically created 3d grid of points? or is this going to require some sort of preplaced nav markers similar to the source engine? Also, a side question, the MACs fly, now is this full 3d movement? or just a simple hovering? I would imagine they would only receive instructions in a 2d manner from the commander, but would they be able to fly up to higher ledges?
Comments
A* would probably be a smart way to do it since we have dynamic stuff like welding doors open and shut. Or just have a conditional pre-solved graph. Or Dijkstra's since it can handle changing graphs.
I think what stuff like Whichbot did was a pseudo pre-solved graph for long range planning, but allowed them to diverge from the graph locally to dodge, attack, etc.
Interesting, so I'm guessing these will require pathing entity placement?
Or some sort of external pre-generated graph system. Maybe it's like HL1 and you have to run around in the map manually placing them!!!!