Thread: Recast / Detour
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Re: Recast / Detour
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SamPlay
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Join Date: Jan 2006
Default Re: Recast / Detour - 09-07-2015

"The devil is in details..."
Hi again,
I understood you are now "coding in other directions", but for sake of completeness...
1. Recast uses cylinder along walls, but apparently not around corners, where it introduces its own bevelling.
Half-life uses axis aligned boxes around corners, but I do not remember if they change for cylinders ( tweak!) along walls or not.
I suspect that, except for the side effect of bot dynamics generating overshoots on turns, your bots will always bump into corners.
2. The allowed distance from walls depends on the "standing"/"ducking" status in maps like de_aztec, where there are several walls tilted towards the ground ( the bot "head" does not hit at the same distance).
3. As regards what can block move in a map, I would look
- at "Immortal BLG" posts on this site ( maybe).
- at Xash3d ( half-life tweaked to a quake-like engine) code, where AFAIK it rebuilds/expands the bsp to be all inclusive.
  
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