Click here to download video (13MB).
Ignore the framerate reading though, it goes to shit whenever I record a video...at least you can kind of tell whats going on...it's a little fast though.
Some little things have already been fixed since this video was recorded. At the end there is a little part that shows the 'Fake vehicle physics'. Before I was just assuming the ground was flat. Now I do a ray-cast and align the vehicle with the surface normal of the ground. This only applies if the vehicle doesn't have true physics enabled...the game engine can switch seamlessly between a Newton controlled vehicle, and a 'Fake' vehicle...the AI can handle both situations as well, seamlessly.
The "Snapping" to each surface normal has been fixed also, it's smoother now.
Also note that the vehicles will stay in their respective lanes probably by tommorow, right now they drive down the center of the road...gangsta' style. They do avoid collisions though.
Some images of the cars on the bridge...
Vehicle AI Debug output...
Pink Vector = (Extended) Surface normal.
Green or Red triangle = Field of view (Red = path blocked, Green = path clear).
Yellow Vector = Steering direction.
Blue Vector = (Not shown) Drawn from the vehicle's center, to the vehicle's current 'Traffic light' influencing it's path, only drawn if applicable.
They're like little robots. Little, retarded, robots (at least for the time being).
A older (as in taken yesterday) image showing the difference between High & Low Quality Visuals...
Thanks again to a sharp eyed Anon. Poster who noticed what was wrong with the old version of the bridge (the one in the last entry). Here is a updated version of the screenshot I posted at the start of my last entry...I had the pillars placed all wrong :-) It's now fixed.
Any comments on the video/screens would be appreciated! (But do keep in mind it's all a work in progress [grin]).