P0-B7: Part 1363: Debugging, Improvements
I have done some more tests and made some more improvements to the AI system. It is now more solid and robust, with greater functionality and more attention given to edge cases and more complex situations. I am now working on some improvements to the inventory system. Currently, there is no inventory menu when interacting […]
P0-B7: Part 1362: Debugging, Improvements
I have added some of the missing features for the AI system. These features are mainly to handle edge cases, and are not too important, but they would need to have been added at some point. There are still one or two features that I need to add, and I also need to work on […]
P0-B7: Part 1361: Debugging, Improvements
I have completed the next phase of testing with the AI. There were some bugs and issues and unsupported behaviour, but it has gone very well. The code seems quite solid at this point. The AI can enter buildings, and carry out actions autonomously within those buildings. The AI state is also stored persistently between […]
P0-B7: Part 1360: Debugging, Improvements
I have begun working on the AI code within the city. This system uses older code for its dynamic navigation graphs. I have entirely replaced this code when the AI is exploring the world (Because there was significant issues with using it in these cases), but it seems to work ok for cities, so I […]
P0-B7: Part 1359: Debugging, Improvements
I am still working on testing the AI with the dynamic navigation system. I have fixed several issues and handled several edge cases with respect to the AI navigation within the world. There are a large number of different building types, each with their own unique properties, etc. Some very accurate (non-smoothed) graphs, while some […]
P0-B7: Part 1358: Debugging, Improvements
Testing the Dynamic AI navigation system is going generally well. There are a few issues that I found with edge cases, but most of these are rare, and I am in the process of fixing them. There is quite a lot of testing left to do, but I am making good progress. The most difficult […]
P0-B7: Part 1357: Debugging, Improvements
The issue with AI navigation within complex structures is fixed. The issue was that the AI nav path is normally smoothed, to produce a more natural looking path. This is fine out doors, but within complex interiors with very tight paths, the smoothing can make the path less accurate, causing the AI to get stuck, […]
P0-B7: Part 1356: Debugging, Improvements
I am still working on the AI improvements and testing. There is an issue with pathfinding when the AI is inside a very complex structure (Such as a structure with a complex set of staircases,etc). I am currently working on fixing this. I have also made various improvements to the performance of the AI system, […]
