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Bot visibility radius?

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What exactly is this new feature? I presume just a very limited way of telling if there is something (very) nearby but not in your FOV, is this correct? If so can it see every obstacle type wall/grenade/enemy/tree etc or just certain ones?

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Yeah, mine doesn''t rely much on that though, kinda wrote it without knowing that was going to be implemented . Oh well, still isn''t working perfectly, so maybe the new info can help a bit .

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Guest Anonymous Poster
so walls can be seen 90 deg from bots face, and everything else is 80 deg, do i understand this correctly?

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quote:
Original post by Anonymous Poster
so walls can be seen 90 deg from bots face, and everything else is 80 deg, do i understand this correctly?


Yes.. walls are seen within a 90 degree FOV, and all other objects are seen within an 80 degree FOV. I believe it''s in the readme or changes.txt.

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3 questions:
1)Does this visibility radius notify us of objects always when they''re far enough away we can avoid them. Otherwise if it had a 20unit range and our speed was 25 we could hit something before being warned. Just a minor point to make make building easier with less error detection required.
2)Any chance it can give true readings of direction. I see you want to make it less accurate but can you either give us true direction or just a less accurate reading like to the nearest 30 degrees so we know which way to turn?
3)The 80 & 90 degree FOV - this means we can see +/- 40 or 45 degrees respectively from the direction we''re facing, right? So you can _just_ see two walls at once if you point directly at the corner? Didn''t you suggest a 180 degree FOV for walls previously, I''d prefer that personally.

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Is the direction of object in the map calculated from the objects center?

Like, when I''m checking the bots direction to an object, is that angle the angle to the object center point, or some other point?

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Also, it is my understanding that the direction parameter of the GetObjectsInSight should return a -40 - 40 degree range, I am frequently getting a reading of 180 for some reason.

int numObjects = g_pCore->GetNumObjectsInSight();
for(int i = 0; i < numObjects; i++)
g_pCore->GetObjectsInSight(i, objectList.type, objectList[i].direction, objectList[i].distance, objectList[i].objDirection);

then

sprintf(msg, "Object: %s Distance: %.1f Direction: %.1f \n",
GetObjectString(objectList[closestIndex].type),
objectList[closestIndex].distance,
objectList[closestIndex].direction);

and I frequently get 180 for the direction. That doesnt look like the intended output judging by the readme.

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direction is returned in the range of -40 to 40 of the object center, if you dont see it you dont have to worry about it (you cant see objects partially in your fov, but center outside)...

and the 180deg reading you get is an object not in your fov but close to the bot


T2k

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They might want to clarify that function in the readme.txt then. It reads like it just returns -40 to 40 for objects in view. I didn''t see an exception in there about close objects.

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quote:
Original post by d000hg
3 questions:
1)Does this visibility radius notify us of objects always when they're far enough away we can avoid them. Otherwise if it had a 20unit range and our speed was 25 we could hit something before being warned. Just a minor point to make make building easier with less error detection required.



I'm pretty sure that such a case would not happen. The bots don't move that fast, and the visibility radius gives some leeway.

quote:

2)Any chance it can give true readings of direction. I see you want to make it less accurate but can you either give us true direction or just a less accurate reading like to the nearest 30 degrees so we know which way to turn?



Probably not in this version. If the direction is 180, then you know the object isn't in your FOV. Besides, this is a precursor to hearing, and you won't always know precisely what direction a sound is coming from.

quote:

3)The 80 & 90 degree FOV - this means we can see +/- 40 or 45 degrees respectively from the direction we're facing, right? So you can _just_ see two walls at once if you point directly at the corner? Didn't you suggest a 180 degree FOV for walls previously, I'd prefer that personally.


I only accepted the idea of a 90 degree FOV, not 180. 180 makes things too easy, I think.

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