Quote:Original post by Shadx
It seems that your problem is not about the waypoints, but at the speed to which your AI are trying to take change waypoints at. Any chance you can provide information with hitting a way point? For example, you said that there was a straight away with a series of way point eventually going on a sharp turn, couldn't you provide information to the AI that when it's getting close to that turn that it needs to slow down or will miss the corner completely?
Basically, it's not just about reacting once your on a curve, but before you actually hit the curve.
Shadx
This is the problem, exactly. And sort of what I was asking, maybe I should have hit up the math&physics forum with a more specific inquiry.
I've gotten something half figured out that I need to mess with more. I take a series of 3 points ahead and fit a radius to them, then compare that radius to the minumum turn radius of the AI car at his current speed, and if he cant make it, he calculates a braking distance and such.
The problem is, depending on how the map's waypoints are layed out, this does not always work. Maybe I just need to look further ahead than three points? Does anyone know a way of finding the (average?) radius of a bezier curve?