Wednesday, February 17, 2010

Modeling Practice

The Leadwerks community is in need of some quality models that are professional grade. My next project is to create a construction set for caves, made from only a handful of pieces. The pictures below shows some of my progress.




Wednesday, February 10, 2010

AI Path Finding

I had a challenge last week from my partner for this game project. Allow an NPC to come up with a quick way to navigate to a particular place, even if the environment around him is dynamic.

Some high-budget games use static node path meshes, which must be a final step in production for each map. A combination of theses meshes in different formats have been used in different games, and some use smoothing algorithms to make the web of node seem more natural. I wanted a different approach that didn't require a web of objects hand placed into the world.

I came up with a rotational path collection.


On a pivot, a box would rotate several degrees and create a collection of distances from the target. After the closest one is found, it adds this entity to a PathCollection, then moves the pivot to this new closer spot.

The cycle repeats itself until the radius is close enough to the target.


I used a collection of Entities to avoid storing a minimum radius, and calculated terrain slope to manage where NPCs can actually travel. Changing the rotating radius and amount of degrees for each iteration can be used to create a low-density path compared to my example.

The best part about this approach is you can store these paths in memory, removing the data as necessary.

Saturday, January 30, 2010

2.3 Evaluation Kit

Josh has Released the 2.3 Evaluation Kit. The only sandbox where you can render God Rays, SSAO, and Tens of Thousands of trees on a Single Core 1.2GHz Processor.