Search found 10 matches
- Wed Jul 27, 2011 4:26 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
- Mon Jul 25, 2011 11:06 pm
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
- Mon Jul 25, 2011 5:06 pm
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
- Mon Jul 25, 2011 3:50 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
What do you mean by reason with the navigation meshes? The whole point of a navigation mesh is to already have the connectivity data readily available and the actual areas that can be navigated (spatial reasoning). Detour is just pathfinding, at least the last time I looked that's all it did. It's ...
- Mon Jul 25, 2011 1:45 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
- Mon Jul 25, 2011 1:23 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
- Mon Jul 25, 2011 12:18 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
Recast navigation required the mesh to be in triangles but Quake stores the brushes in various sided polygons. The documentation for recast sucks (there isn't any), and I found it wasn't hard to find them myself.
I just wanted a navigation system for my own projects. I took the Quake engine because ...
I just wanted a navigation system for my own projects. I took the Quake engine because ...
- Sat Jul 23, 2011 1:19 am
- Forum: Artificial Intelligence
- Topic: Rebuilding Singleplayer AI
- Replies: 11
- Views: 20659
Re: Rebuilding Singleplayer AI
I have been working on alot of those issues in my mods to the engine.
The goal of game AI is to be entertaining. Nobody wants to play against impossible AI with super accuracy and super-human powers that you can't beat. It's not hard to make a bot predict where you are shooting and jump out of the ...
The goal of game AI is to be entertaining. Nobody wants to play against impossible AI with super accuracy and super-human powers that you can't beat. It's not hard to make a bot predict where you are shooting and jump out of the ...
- Sat Jul 23, 2011 1:10 am
- Forum: Artificial Intelligence
- Topic: Bot Spawn Points In Maps
- Replies: 3
- Views: 17008
Re: Bot Spawn Points In Maps
Hello.
I was wondering how I could easily make a bot spawn point in a map just like the monsters have?
I was wondering about the idea of doing it in a generic way but I suppose the Frik Bot would benefit the most people.
Thank you.
You can spawn a bot literally anywhere on the map, the info ...
I was wondering how I could easily make a bot spawn point in a map just like the monsters have?
I was wondering about the idea of doing it in a generic way but I suppose the Frik Bot would benefit the most people.
Thank you.
You can spawn a bot literally anywhere on the map, the info ...
- Sat Jul 23, 2011 12:45 am
- Forum: Artificial Intelligence
- Topic: My Quake engine enhancements
- Replies: 22
- Views: 39165
My Quake engine enhancements
Hello,
I am posting here if people are interested. I have been adding alot to the Quake engine to improve AI, navigation. My goal is to have robust and rich navigation in Quake and expand the Quake engine further.
What I am doing right now is generating automatic waypoints and navigation meshes ...
I am posting here if people are interested. I have been adding alot to the Quake engine to improve AI, navigation. My goal is to have robust and rich navigation in Quake and expand the Quake engine further.
What I am doing right now is generating automatic waypoints and navigation meshes ...