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- > >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
-
- I know almost nothing about this wall collision thing and you are realy talking
- about sonmething different, but it can't be that hard can it? :-)
- I mean, you know how the map look as I can enter 'map mode' and I can see
- all the walls and where the player is. Why not just see if I'm about to cross
- a wall on a 'invisible map' and if I'm, stop the player??
- You would also need to look at the height of the next sector and if the wall
- is walk through able, but that can't be very hard either.
-
- :-)
-
- Well, it looks like I have made a antighost routine in 30 secondes! :-))
-
- Hmm.. I'm probably talking noncense. :-)
-
- > 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. :)
-
- Sounds good enough to me. If they are realy stupied I might even manage to
- get trough a level! :-)
-
- //Magnus Kollberg
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