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Re: Trace nav - picking route based on distance?
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Lazy
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Location: Toronto, Ontario, Canada
Default Re: Trace nav - picking route based on distance? - 02-06-2005

One of the ideas about this system is you would only need to trace once the bot reaches its goal ( longest path ).
The problem I'm seeing now is that maps are getting more and more complex and traceline nav is probably not going to be as effective as it was in the quake1 days where the levels were pretty simple.
And as you said, people don't want to have to make/download waypoints. They want something that works right out of the box and its hard to deliver that when there are so many different custom maps out there.

Theres always the possibility of making the players create the waypoints automatically, but this has a few problems...
- Sometimes inefficient paths
- Purposely making a path into a trap
- Inorder for it to be really accurate there would need to be lots dropped

I have thought about using BSP data for navigation but it seems too complicated mathematically ( yeah, I really hate math ). So I had this idea while thinking up some different navigation methods.
  
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