Hi, Actually, MOTA doesn't use any path finding for the AI. The reason is when I wrote it that enemies were randomly generated per room and bound to that region much as the sounds are. So it is impossible for enemies to leave that area. So I never got around to updating it with a more complex AI with some path finding etc to actually leve the rooms and follow you into another room etc. This is imho one of those things I was putting off for an upgrade down the road when i have more time to focus on details like that.
On 12/6/10, Philip Bennefall <[email protected]> wrote: > Hi Thomas, > > Yes, the bulk of the implementation is very close to your example. It was > the only way I could think of to get a good compromize between a realistic > sound image and a well performing application. I assume you already use some > sort of pathfinding for your AI? I have an optimized AStar implementation > with some extra features and tweaks that I use on this end. > > Kind regards, > > Philip Bennefall --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
