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Re: Michael Booth's GDC 2004 talk on CZ bot...
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KickBot
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Join Date: Apr 2004
Default Re: Michael Booth's GDC 2004 talk on CZ bot... - 27-04-2004

Cool dead bwoy! I'm not sure "Mike" would answer to a question like "In your commercial bot, do you use navmesh generated from bsp or do you use cells generated from a walking algorithm?"

Quote:
Originally Posted by dead bwoy
The generated nav areas seem to be based on a 2D grid, however you can create new nav areas between two areas at different heights; but they have to be directly N/S/E/W of each other...
Mmmh. Do the generated areas all look like axis-aligned, or are there some that are diagonal and non-orthogonal to others?
For instance in cs1.6 Italy -dunno how cz one look like-, when you go at the CT spawn there are two alleys that start from there. How does the *generated* (not hand made) areas look in these alleys? For instance do they seem to follow an arbitrary axis and there are "holes" in the alleys with no areas, or do they follow the direction of the alleys and cover almost all the alleys?
A bird view screenie of the generated areas in the alleys + the CT spawn would be great

Last edited by KickBot; 27-04-2004 at 12:36..
  
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