Thread: Podbot: Reborn
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Re: Podbot: Reborn
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Count Floyd
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Posts: 21
Join Date: Nov 2007
Default Re: Podbot: Reborn - 21-12-2007

Thanks for the hosting offer but no need to throw half-baked stuff at innocent people right now

Of course there are some problems too:
- Auto-generating, or better "tagging" interaction objects like elevators proved to be very painfull and isn't thought to the end yet.
- Using Raycasts for a complex map isn't the best idea to effectively detect complex scenery, but I won't re-write physics logic to simulate moves (like Q3 AI did) nor do I want to remote steer some character through the world (what CS AI did). So I'm stuck with Tracelines.
- Combining a goal planner with reactive behaviours means a lot of tuning/testing. Also I don't do a partial replan but just re-create a complete plan (which in the case of the Bots just means a maximum of about 7 actions now) but still...

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