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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
-
- > 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
-
- Right.
-
- > 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. :)
-
- Ok, but it's the 'if there isn't a wall in the way' part we really need to look
- at here. It's not that bad, but it's still missing.
-
- >(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...
-
- That bit is a bit nasty. See one of my more recent mails.
-
- >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...
-
- Well, I was under the distinct impression that REJECT was for discarding LOS
- checks for visible sectors. This is for eliminating some 'wake up' calls to
- monsters which can see you from the sectors they are in.
-
- BLOCKMAP should be a reference grid full of references to lines collidable
- within each block. It may also stretch to monsters (according to the docs).
-
- > 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.
-
- I can't remember now, but I do know monsters behind closed doors can't see you
- until you open them (some doors are just low roofs), so either that is a kind of
- rough height-check or more likely a rudimentary blocking lindef which is only
- active when the door is shut. But as I said - SOME doors are just low ceilings,
- and the fact they may act as a door is not clear to the engine.
-
- It's just my 3D oriented thinking. I would use 3D LOS. :)
-
- > I think our French friends have come up with a number of 'dodging' etc. aglo's.
-
- Fair enough...
-
- Doug.
-
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-