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P0-A10: Part 905: Debugging, Improvements

by on Jun.06, 2021, under Astral Realms, P-0, P0_A10, Software and Games, Spiritus Astrum

The AI work is essentially done.

I will need to conduct another round of testing and debugging, possibly in A10, but I am quite pleased with the results that I have achieved so far.

The AI navigation and pathfinding works fine regardless of the orientation of the walkable surface, this is crucial for my project.

There are some minor bugs left to fix, and one more serious one. In order to generate the nav grids, the walkable surface (So, the city in this case) needs to be oriented to a y-up direction briefly, before being rotated. Currently, this happens when the player is close to the city, which means it is highly visibly.

I need to generate the graph when the user is far enough away not to notice it, but this could cause issues with the floating origin system, etc, so this change could be complicated.

Other than that, the AI system is working great.

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