Jump to content
Posted 23 February 2012 - 07:28 AM
Posted 23 February 2012 - 05:25 PM
Posted 24 February 2012 - 05:40 AM
Posted 25 February 2012 - 06:06 PM
Posted 26 February 2012 - 03:32 AM
Posted 26 February 2012 - 11:24 AM
Posted 27 February 2012 - 07:53 AM
Hm... Our terrain is generated with some deterministic noise-generator, therefore a modelled graph would have to be computed, I'm not sure whether this is easy to archieve.
For example, we used potential fields to get units onto the road network, and they would then drive the road network (which is modelled as a graph) until they get close to their destination, at which point they get off the road again.
I agree with you for that point, but our game has no such "high interest" places, so the only thing which might be a problem are more or less little obstacles (buildings or units), but not such things like rivers which influence to hole navigation-process much more.
It's *possible* to get the field systems to (say) find the bridge over the river, but it's not as good a solution as a better macro scale system.
Posted 29 February 2012 - 04:59 AM
Posted 01 March 2012 - 09:30 AM