27.12.2010, 23:05
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Last edited by Harry_Gaill; 29/12/2010 at 12:04 AM.
)
Hello there,
Here is a piece of insight to a project on which I have been working on lately. It is based off Dijkstra's algorithm and the idea behind this was to make a bot able to move in a realistic way, not just going straight lines.
I started working on this way back, when "Alex009" had released the NPC plugin. I failed the first time. I haven't given up though, I just haven't had the time to finish this one, but now I present the outcome.
The coordination, especially in turns is pretty rough. With a better level of detail (more nodes) you can achieve greater precision that in turn will look way smoother than this. Plus, a few minor optimizations are also required, but that's really nothing compared to what I have so far.
The set up:
In use:
EDIT:
The result, a crowded partyy:
Here is a piece of insight to a project on which I have been working on lately. It is based off Dijkstra's algorithm and the idea behind this was to make a bot able to move in a realistic way, not just going straight lines.
I started working on this way back, when "Alex009" had released the NPC plugin. I failed the first time. I haven't given up though, I just haven't had the time to finish this one, but now I present the outcome.
The coordination, especially in turns is pretty rough. With a better level of detail (more nodes) you can achieve greater precision that in turn will look way smoother than this. Plus, a few minor optimizations are also required, but that's really nothing compared to what I have so far.
The set up:
In use:
EDIT:
The result, a crowded partyy: