Independant Study 2012

Feb 22

[video]

Feb 20

Using a forbidden boundary on the large terrain map seems to help the AI’s navigation.
Now to try in the city…

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…

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.

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.

Feb 19

Progress Checklist

Todo (Where we want to be for the Exhibition event in June):

Done:

Feb 16

[video]

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.

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.

[video]

Feb 15

[video]

[video]

Feb 14

[video]

Here is the flowgraph for “superman” type point navigation.
Issues:
“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.

Here is the flowgraph for “superman” type point navigation.

Issues:

[video]

TimeOfDay flowgraph for the previous video.

TimeOfDay flowgraph for the previous video.

[video]