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Originally Posted by The Storm
Lol, I'm really impressed! I can also propose one more step
4) Make engine independent API so that much more FPS's can benefit from your hard work.
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In fact it is engine independent. The main process acts on a triangle soup, basically just vertices and indices like an OBJ file, though of course I have a pre-processing step to extract the triangles from the BSP in my implementation. To make it work for another engine you would only need to create a bespoke process to generate a series of triangles from the level data.
The main issue to overcome would be to simplify the map enough to avoid generating too many sectors. Half-Life maps are quite blocky and tend to be axis-aligned, but modern maps use much more detailed meshes which can be at any angle which could result in huge numbers of sectors. It would be worth experimenting with though
I have started integrating my pathfinding system into the bot now as I want to see how it performs in practice, but I've been delayed slightly by a change in jobs. I was doing development on my work laptop which I've had to return but I'm hoping to get another from my new workplace. Hopefully I can have a video in the next few days!