Oh I was refering rather to the 3d game that I was under the impression that
the original question was about, something with Star Wars if I have been
skimming list traffic properly. Smile.
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <firstname.lastname@example.org>
Sent: Monday, December 06, 2010 9:15 PM
Subject: Re: [Audyssey] Creating game levels to scale?
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 <phi...@blastbay.com> wrote:
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
sort of pathfinding for your AI? I have an optimized AStar implementation
with some extra features and tweaks that I use on this end.
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