Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualSuperVGA

Posted 07 November 2012 - 12:50 PM

There was a colourful and well-written article on influence mapping here on gdnet a while ago:
http://www.gamedev.net/page/resources/_/technical/artificial-intelligence/the-core-mechanics-of-influence-mapping-r2799
-With the waypoint nodes and such, it becomes a lot more complex that what you need,
but i found it very inspirational.

I suggest you start by painting the heatmap Dave mentioned to an image,
and create a debug feature to display that image runtime. (So you can check that the map creation works, and tweak it if needed)

Then perhaps add sampling of the map afterwards; which could eventually involve visibility limits and such. But an omniscient approach could also be good to start with.

#2SuperVGA

Posted 07 November 2012 - 12:47 PM

There was a colourful and well-written article on influence mapping here on gdnet a while ago:
http://www.gamedev.net/page/resources/_/technical/artificial-intelligence/the-core-mechanics-of-influence-mapping-r2799

I suggest you start by painting the map to an image,
and create a debug feature to display that image runtime.

Then perhaps add sampling of the map afterwards; which could eventually involve visibility limits and such. But an omniscient approach could also be good to start with.

#1SuperVGA

Posted 07 November 2012 - 12:43 PM

There was a colourful and well-written article on influence mapping here on gdnet a while ago:
http://www.gamedev.net/page/resources/_/technical/artificial-intelligence/the-core-mechanics-of-influence-mapping-r2799

I suggest you start by painting the map to an image,
and create a debug feature to display that image runtime.

PARTNERS