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Tactical Data Waypoint Mesh #281412
07/27/09 06:46
07/27/09 06:46
Joined: Oct 2006
Posts: 175
G
Gumby22don Offline OP
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Gumby22don  Offline OP
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G

Joined: Oct 2006
Posts: 175
I've finally gone and made a youtube video. (also joined twitter for my sister's request of having more followers on her writing journal)

[video:youtube]http://www.youtube.com/watch?v=w-3om8NMHCE[/video]

Essentially it floods a map with regularly spaced navpoints, and gives them a quick estimate of how far from a wall or dropoff they are.

I then iterate through from the furthest points and detect "zones" or rooms, and give them a unique room number. (Not shown in current video) and mark corners and interesting points. - If two rooms are bordered by only one or two points, that will be a choke point, etc.

I'm basically experimenting as I go, reading as many interesting articles on terrain analysis as I can find, and was wondering if anyone has any thoughts on this sort of graph?

I have a few goals in mind already, with zones being a 3d influence map players can see, and use for communication.

Anything else jump out at people?

Don
have a great day

Re: Tactical Data Waypoint Mesh [Re: Gumby22don] #281449
07/27/09 11:26
07/27/09 11:26
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Looking awesome. Do you plan on using this for AI + Pathfinding as well? Cause it sounds like something that every AI could use... Nice!


~"I never let school interfere with my education"~
-Mark Twain
Re: Tactical Data Waypoint Mesh [Re: Germanunkol] #281460
07/27/09 12:25
07/27/09 12:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
I've already seen some indie games editor including some tool
that made a grid of waypoints above a terrain for example !

Their code was pretty simple :
For each navpooint of the grid above terrain, they check if navpoint collide with an object :
- yes : displayed as red by tool and it is not used by the code
- no : displayed as green by tool it is used as navpoint.

Re: Tactical Data Waypoint Mesh [Re: ratchet] #281695
07/28/09 07:28
07/28/09 07:28
Joined: Oct 2006
Posts: 175
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Gumby22don Offline OP
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Gumby22don  Offline OP
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Joined: Oct 2006
Posts: 175
yep. It will be the basis for AI + pathfinding, but I aim to make as much information available to the player as well, for example having enemy-found "zones" show in your HUD with a light effect (red particles spreading over the gridlines at that location, even if behind a wall)

The waypoint-connections in my setup are only set to begin with if the player could move between the two points. I have a bit of optimising to do, and I want to set up "offset" points along walls and other edges, rather than just having the grid stop an arbitrary distance from the wall.

I hope it will create a nice navmesh file that can be saved with the map, and easily tweaked if neccessary to provide better AI or zone break-down, maybe letting you name rooms or areas for the players' tactical displays.

Don
have a great day


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