Independant Study 2012
Using a forbidden boundary on the large terrain map seems to help the AI’s navigation.
Now to try in the city…
After running a test on a fresh map with a smaller terrain size (1024x1024) the vehicle AI navigates forbidden areas very (frustratingly) well.
Enlarging that map to 8192x8192 produces problems, the AI cannot navigate as well as before.
I’ll try limiting the triangulation area somehow…
I’ve tried, but it looks like the hummer cannot detect forbidden areas like a grunt ai can…
So here I’ve made a AI:PathFollowSpeedStance matrix for the hummer…
so if we are at point A and we want to get to point B we take path X.
Disappointing as I have to hard code the paths and logic, and also the hummer can sometimes still hit buildings…
There must be a better way.
Todo (Where we want to be for the Exhibition event in June):
- Interactive input: Buttons in a map on the table (software complete, just industrial design and physical input via Stu Foster)
- Designed Edible Cities interventions in model.
- Navigation: Determine whether path based matrix of routes and destinations, or realtime AI navigation via waypoints.
- Navigation: Either build that matrix, or the waypoint structure.
- Navigation: Determine if user can move the character forward while at each design destination, or rather follow a simple path slowly around?
- Custom Plants/Vegetation.
- Navigation custom Sound scapes/moods.
- Navigation Also investigate “click to go”
- Navigation show the forward path
- Terrain DEM to Heightmap with semi-accurate scale.
- City buildings from footprints extruded and into CryEngine.
- Navigation AI follow distance (first person or third person).
- Navigation “breadcrumbs” path tracking.
- Navigation waypoints/destination 2d text in 3d space.
- Navigation “superman” flying movement.
- Navigation enter/exit vehicle and drive to destination via path (or loop path forever)
- Navigation walk/run to destination via path (or loop path forever)
Weird text issue.
Disabling blur amount from the time of day window clears this, so need to figure out a way of clearing just the particle blur, there should be some way.
Here is the flowgraph for “superman” type point navigation.
- “Flying” causes view to be skewed (feels like the players torso is being dragged along and the camera/head follows). Maybe some way of disabling physics for the player? or just fly slower
- Hitting objects that are in the way cause player damage. We can just enable g_godmode, or maybe disabling physics will solve this also.
- Manually have to add each point. If we could iterate through every object of some sort of “type” and then just use those types as placeholders, that would be better.
TimeOfDay flowgraph for the previous video.