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AI - progress log

Discussion in 'General Discussion' started by tdev, Mar 8, 2015.

  1. Aboroath

    Aboroath
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    Aug 25, 2013
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    3,804
    This thread really makes me ponder the level of programming involved in a game like Forza or Driver SF. Mind blowing even if you have a staff of 300.
     
  2. Occam's Razer

    Occam's Razer
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    Aug 7, 2013
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    I can't help but notice that there are no paths on the smaller dirt roads or any roads within the town. I'm to infer this is because there are/will be different types of paths that handle specific terrain/speed/surroundings considerations, or are used only by certain types of AI?
     
  3. SixSixSevenSeven

    SixSixSevenSeven
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    Sep 13, 2013
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    6,958
    Tdev posted something about pulling AI routes from decal roads already. I think the town roads are part of the mesh and not decals, not sure about dirt road s. Or maybe they just weren't finished
     
  4. Braindead

    Braindead
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    Jan 22, 2014
    Messages:
    125
    I love that you don't have to restart the game now to reset the ai anymore. The keep distance setting works great too.
    I'm wondering what changes you are going to make next to the follow and attack settings. Obviously at the moment the vehicle following will simply drive straight at you, without considering objects around them.

    I'm not sure of the best solution to give the ai awareness of objects, but the most obvious solution seems like it would be just having a boundary around objects for ai to avoid, or a whole level navigation mesh. Perhaps alternatively as a workaround the ai could somehow use the already made decalroad pathfinding that you're working on to follow you.
     
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