Thread: Recast / Detour
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Re: Recast / Detour
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Neoptolemus
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Join Date: Apr 2012
Default Re: Recast / Detour - 09-07-2015

Hey SamPlay, thanks for the heads up.

Recast assumes the agent is represented as a cylinder, so the borders of the navmesh it generates will always have a gap from the wall the same size as the agent radius. My guess here is that Half-Life's collision detection results in characters having a different shape, which causes the bots to catch on geometry that wouldn't happen with a collision cylinder.

The simplest method here will be to give the bots some additional obstacle avoidance to compensate for this, as increasing the agent radius in recast will prevent the catching but may result in narrow corridors being considered impassible when they're not.

I'm taking a break now from movement to work on other areas, I'm putting together a proper frustrum-based visibility cone for bots for accurate sight. Then I can think about having the bots actually fight.
  
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