RE: [Algorithms] Animation and Physics
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From: Awen L. <ali...@ed...> - 2002-12-04 13:02:38
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Jim's proposal depends on the waypoint granularity (heavy): a long straight road induces a few waypoints; falling boulders would split the entity's road in three, and... what ? And introducing more waypoints is not a 'strong' solution. (sufficient ?) If events of that type (path obstructions) are not strongly scenarized, you cannot foresee - as a scenaric coder - very well all your 'boulder' configurations and put your waypoints accordingly. A very few games are demolishing their scenery (Red Faction which 'opens' ways and never 'closing' them IIRC). It's painful scenarically speaking, and in our case verboten :) Awen Eden-Studios -----Message d'origine----- De : gda...@li... [mailto:gda...@li...]De la part de John Bustard Envoyé : mercredi 4 décembre 2002 12:43 À : gda...@li... Objet : Re: [Algorithms] Animation and Physics Thanks Jim, That's a great idea. We do have quite a bit of falling, and sliding animating objects that appear within the waypoints but the AI needs to navigate them as well. Maybe the solution is to find ways of rapidly altering the waypoints around these objects to help the ai and the collision. Also I think finding a free space in a set of volumes is the sort of nicely constrained problem ripe for optimisations and research papers, universities could do with some research wish lists. John Bustard Just Add Monsters Oh yeah and all of this stuff is my opinion not that of Just Add Monsters. (Damn the man) ----- Original Message ----- From: "Jim Offerman" <j.o...@cr...> To: <gda...@li...> Sent: Wednesday, December 04, 2002 10:51 AM Subject: Re: [Algorithms] Animation and Physics > Hey John, > > > Has anyone tackled these sort of problems before or know of any research > > on finding spaces for objects? > > Just a thought (as I haven't actually tried this), but if you have > stored any waypoint information for your computer controlled entities, > which I'm assuming you have, you could have the physics engine always > push characters in the direction of the nearest waypoint. > > You could even keep track of the last waypoint that the player passed > over and use that to decide which waypoint should be the target of the > push in ambigous situations. > > For example (ascii art warning): > > A > ----X---------- wall > B C > > A, B and C are waypoints. > X is the player's current position. > > Assuming that the player has just passed over C, the system would push > the player towards B instead of A, since B is reachable from C while A > is not, since it's on the other side of the wall. > > Should work, right? > > HTH, > > Jim Offerman > Crevace Games > www.crevace.com > > > > > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Microsoft Visual Studio.NET > comprehensive development tool, built to increase your > productivity. Try a free online hosted session at: > http://ads.sourceforge.net/cgi-bin/redirect.pl?micr0003en > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > ------------------------------------------------------- This SF.net email is sponsored by: Microsoft Visual Studio.NET comprehensive development tool, built to increase your productivity. Try a free online hosted session at: http://ads.sourceforge.net/cgi-bin/redirect.pl?micr0003en _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |