Quote:
Originally Posted by Denny
That environmental sampling really sounds cool, and worth the extra CPU loss (which probably isn't much for modern CPU's, especially with HT enabled, or even 64-bit CPU's). But having this method implemented can make waypointing alot easier because we wouldn't have to tell the bots where those types of conditions are.
From the sounds of it though you got pretty much the whole system setup, you just need a streamlined way of using it (i.e. in-game menu).
Another thing i just remembered to ask, is there a limitation on the distance between waypoints? I mean do they have to be a certain max length apart?
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The CPU drain isn't much, but it makes it hard to get too many bots running at a time. 16 is usually the number I shoot for and "officially" support, tho I did try 32 and didn't have too much lag.
I need a menu system, and I'd like an external script system to handle the map logic. That, I feel, would be better as an external system. i.e. control through a script what actions the bots consider a valid goal under what circumstances. That way anyone can easily modify it on the fly, to create any kind of game scenarios they want.
There is a distance limit - if the bot doesn't reach its next waypoint in a certain amount of time, it will start looking for a way around whatever obstacle is blocking it.