P0-B5: Part 1264: Debugging, Improvements
I have added some more actions to the AI system, as well as more testing and integration with the existing AI system. I have also improved the AI logic so that the AI will not interact with objects that the player is already interacting with, etc. There were also a few bugs with the pathfinding […]
P0-B5: Part 1263: Debugging, Improvements
The new AI navigation code works well. The actual graph generation was working fine, the problem was that the AI could not follow it properly using the localspace graph (I am using the A* pathfinding project). I have now replaced some of the existing navigation code with some of my own code, and this allows […]
P0-B5: Part 1262: Debugging, Improvements
I have managed to mostly solve the AI issue. I was not able to create a generalised solution, but I was able to come up with a concept that allows the AI to properly follow navgraphs while exploring the world, which is the main goal that I wanted to achieve. I was hoping that I […]
P0-B5: Part 1261: Debugging, Improvements
I am still having major issues with the graph rotation. I can’t seem to find a solution. The only option that I have that might work is to duplicate the collision geometry, rotate it, then generate the graph, but this is extremely messy, and would likely not work properly. I will spend a few more […]
P0-B5: Part 1260: Debugging, Improvements
I have added the support functions that add the AI to the dynamic nav graph, but there is an issue with rotation. The AI does not seem to be able to properly navigate on a graph that is rotated. With cities and other static objects, I was rotating the object to the origin first, then […]
P0-B5: Part 1259: Debugging, Improvements
I have fixed a complex bug with the multiplayer avatars where, in some cases, a duplicate avatar was appearing in the world. I have also created a concept for the dynamic navmesh. Creating an asychronous navmesh in the world, which is rotated to an arbitrary y-up, is not difficult, I have done this before in […]
P0-B5: Part 1258: Debugging, Improvements
I have made some small improvements to the project, but the main goal for this week was to create a dynamic navigation system for AI characters. Currently, NPC’s use navmeshes when they are created in static locations (Such as cities, etc), but they use much simpler navigation code when they moving through the world. I […]
P0-B5: Part 1257: Debugging, Improvements
I have added support for rotation to the grass exclusions system. This is a feature that I really wanted to add the last time I worked on this, but I didn’t have time. The rotation math required for this feature to work was quite complex, but it is now possible to rotate the grass exclusion […]
