Navigational Mesh? Anywone?

Blitz3D Forums/Blitz3D Programming/Navigational Mesh? Anywone?

NotAGamer(Posted 2014) [#1]
Does any one tried to make this other than the A* ?


http://www.ai-blog.net/archives/000152.html


Axel Wheeler(Posted 2014) [#2]
Here are a couple of old threads on this:

http://www.blitzbasic.com/Community/posts.php?topic=95340

http://www.blitzbasic.com/Community/posts.php?topic=89014

Now you've got me interested...


Leon Drake(Posted 2014) [#3]
whats with all the references to WoW?


Rroff(Posted 2014) [#4]
A lot of games don't really warrant navigation meshes unless your actually doing really advanced AI.

In a Quake 2 mod I simply added some simple AI hints to the map and it completely transformed its very simple trail/edge detection movement AI add in a slight bias towards being aggressive and it can make even simple AI feel fairly good and do an acceptable enough job.


NotAGamer(Posted 2014) [#5]
i'm learning doing way mesh cause i'm doing a hack and slash 3d game and i want it comp-ai and player co-op.. and i think way mesh would be good to enhance enemy behavior ...


RemiD(Posted 2014) [#6]
Nodes positionned around obstacles will produce a behavior as good as what a human will do for pathcalculation and pathfollowing.
Give each obstacle a simplified shape and position the nodes around the shape (where each vertex is), then create the links between the nodes

See :
http://www.blitzbasic.com/Community/posts.php?topic=97751


Axel Wheeler(Posted 2014) [#7]
You may not need to do any of this unless your npcs are travelling longish distances. In most games the baddies only come at you if you can see them, in which case they can usually just head straight for the player interacting with walls and objects the same way the player would, by sliding past just using collisions. There's a default collisions mode for sliding, IIRC.

These techniques are for games in which you need the baddie to go around things in more complex ways - or more realistic ways - than a simple collision method would allow, like ramps and staircases.


NotAGamer(Posted 2014) [#8]
I would like to make the enemy ai think for the very best behavior based from the players actions... and the same for the allied ai... do it will require accurate movement across obstacles, awareness on players position and devise it's own strategy accordingly .... i'm currently tweaking a program i've made... i made the navigational mesh also used for collision detection... i mean i didn't use the main map/level for collision detection..