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- At 02:26 AM 9/6/96 EDT, Douglas Little wrote:
- >
- >> But surely it isn't that hard to do Doom movement? Wall colision can be
- >> handled by the same routine as player collision, I think, and working out
- >> the direction to move isn't that hard, is it?
- >
- >Unfortunately, there's quite a difference between bumping into walls and
- >actually avoiding them in the first place. Path finding algorithms are needed
- >to prevent monsters from trying to walk through walls to get to their target
-
- Yea, but what I meant was simply wolf3d-style AI - ie. head straight for the
- player. With this, all you would need is to work out the direction to go, and
- move the monster towards the player if there isn't a wall in the way. Obviously
- not very good AI, but at least we would have some (stupid) monsters for Magnus
- to shoot. :)
-
- >(normally this is either the object's enemy or the 2-sided linedef forming the
- >exit from that sector and entrance to another).
-
- Hm, hadn't thought of entrance/exit searching...
-
- >2 dimensional LOS can be calculated fairly easily because the walls are simple
- >lines. You only have to intersect the projected line of sight with the wall
- >segments between you and your target. Usually, the blockmap can be filled with
- >close-proximity walls to make wall checks a lot less intensive.
-
- (do you mean reject?) Would you have to check all walls (except ones indicated
- in REJECT)? I guess so...
-
- >Unfortunately, 3D LOS is not so easy because you then have to intersect the
- >(previously 2D) line of sight against the floors and ceilings. This
- >is to ensure a monster can't see through a very high step or closed door. There
-
- I dont think Doom does this - monsters can see you when you are up on a pillar
- and they are below... I could be wrong though.
-
- >The only thing you could get out of it is ideas for how to make the guys
- >'react' to different situations. From what I remember of Wolf, there's not
- >much of this either. We're probably much better off making it up as we go
- >along. It's worked for me so far... :)))
-
- I think our French friends have come up with a number of 'dodging' etc. aglo's.
-
- >BTW, 'non-trivial' means it is not restricted to requiring at least one
- vertical
- >or horizontal line in order to work. It relies on simultaneous equations. This
- >is why a 3D version is a bit of a minor nightmare in assembly language, and
- still
- >relatively obnoxious in 'C'.
-
- urg, sounds nasty...
-
- >I think we may get away with 3D intersections against an axial plane (flat
- floor)
- >and 2D intersections for the walls if the floor test fails. Some
- internal/external
- >checks should sort out the final answer from these two results.
-
- Yea, sounds ok to me.
-
- >Ignore me if I'm jabbering - I'm just thinking on my feet, and besides,
- it's about
- >7.00 in the morning and I've been working all night! I need some sleep!
-
- Yea, I can imagine! :)
-
- Anthony
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