Pathing Theory
Moderator: Team Members
-
oghog
- Posts: 22
- Joined: Mon Aug 06, 2007 7:11 pm
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
- Characters: John
- Location: Arizona
- Contact:
Hah, sorry to hear you guys. I guess I can admit to being "in the sticks" for a while too last year... tho there isn't a stick for 100 miles out here in the freakin desert.
Tyr, I think you are onto something tho... if I remember, the EQEmu has a command for setting "waypoints", that you can use in game. Wherever you are standing, the WP Add command would insert an x,y,z,heading coordinate. I like the idea of visually setting wandering paths.
One other problem that comes into play is those "groups" of wandering mobs I had discussed with LE a while back. I think he has some provisions for group wanderers... but we also have to consider those NPCs that stop to talk to you (Find NPC) while their buddies wander away. But that's another subject.
Tyr, I think you are onto something tho... if I remember, the EQEmu has a command for setting "waypoints", that you can use in game. Wherever you are standing, the WP Add command would insert an x,y,z,heading coordinate. I like the idea of visually setting wandering paths.
One other problem that comes into play is those "groups" of wandering mobs I had discussed with LE a while back. I think he has some provisions for group wanderers... but we also have to consider those NPCs that stop to talk to you (Find NPC) while their buddies wander away. But that's another subject.
-
Andrew
- Retired
- Posts: 71
- Joined: Fri Dec 14, 2007 8:33 am
- Location: England
- Contact:
Sorry for chiming in late on this..
The best way to implement AI movement would be to generate a file using a flooding algorithm and the eq2 map file. Since the data it generates would be under our copyright we can distribute that.
We could then use A* on the file to find where the mob can move to.
I suggest to use this with nodes as there may be areas you don't want the ai to move. Also with node you can do cool things like make the AI jump across a ledge or something.
So to sum up. Big outdoor areas, A* with flooding and nodes. In door, mostly nodes, maybe some flooding on the open areas.
The best way to implement AI movement would be to generate a file using a flooding algorithm and the eq2 map file. Since the data it generates would be under our copyright we can distribute that.
We could then use A* on the file to find where the mob can move to.
I suggest to use this with nodes as there may be areas you don't want the ai to move. Also with node you can do cool things like make the AI jump across a ledge or something.
So to sum up. Big outdoor areas, A* with flooding and nodes. In door, mostly nodes, maybe some flooding on the open areas.
Who is online
Users browsing this forum: No registered users and 0 guests