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Originally Posted by Brainz
and I thought it was something new and special.
oh well
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Don't see it like that eh, be proud to have figured it out yourself while not being a bot coder (and not a coder at all if I understand well)
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How many bots have it implemented?
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In the Half-Life bot community, AFAIK the only released and working bot featuring this is the official CZ bot from Mike Booth at Turtle Rock Studios. In the works, there's my own bot which I'm still developing, RACC, whose navigation relies completely on a navmesh too. I agree with botman that it's working g-r-e-a-t, even though I'm having a hard time to make my bots walk from point A to point B without using the usual cheating methods like separating view angles and body angles, or applying forward/backwards and strafe speed values that do not correspond to those real players can get with the keyboard alone.
Also the Quake 3 Arena bot is using a sort of navmesh too, although a tridimensional one. Instead of knowing the walkable
surfaces, this bot know the navigable
volumes. Very useful for rocket-jumping, or when you use a jetpack, or when you navigate into water. But much more complicated, to much for me at the moment 9_9
I don't know about bots for the other game engines. The navmesh concept itself is relatively young in the game industry.