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Re: IntenseX - Basic
[Re: LarryLaffer]
#128539
05/21/07 18:38
05/21/07 18:38
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hello again, I started on that demo tonight. It was too big and it's nothing too great to make the download worthwhile, so I posted a video instead: IntenseX Pedestrianshttp://www.youtube.com/watch?v=PygYYf0HM3wThe main point i want to show is that this demo uses plain pathfinding instead of paths to move the people around. This means that you could order any of these pedestrians to walk to a specific point in the map(f.e. in front of some store), and they'll be able to go there, walking around pavements and cross-roads. There's also some collision avoidance(the standard one that IntenseX uses) that you wouldn't be able to do if you'd use fixed paths. Let me know what u think! Aris
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Re: IntenseX - Basic
[Re: LarryLaffer]
#128540
05/21/07 19:31
05/21/07 19:31
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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Quote:
Let me know what u think!
awesome. It really looks awesome.
Questions: Obviously we wil be able to do pedestrians in basic, so with that in mind let me ask the following questions:
1) Will we be able to make other harmless ai? (I know that its possible now with sdk...I just cant do it)
2)Will it be easy to set up an ai that just goes somewhere and performs some action? (Therefore the coder can set up schedules for peaceful type ai)
3)If you shoot an ai, (like those pedestrians) will it be possible to make them run, hide and cringe? Or is it possible to make them hostile?
4)Will it be possible to have a hostile enemy go back to like a neurtal or a guard like schedule? In the current beta as you know the hostiles will hunt you down no matter how far you get away or how much time is passed.
So I asked the above questions to see if those things will be available in basic.
The video is really cool though, pedestrians will be awesome.
Quote:
The main point i want to show is that this demo uses plain pathfinding instead of paths to move the people around. This means that you could order any of these pedestrians to walk to a specific point in the map(f.e. in front of some store), and they'll be able to go there, walking around pavements and cross-roads. There's also some collision avoidance(the standard one that IntenseX uses) that you wouldn't be able to do if you'd use fixed paths.
Sounds to me like you actually added functionality, because I dont remember you talking about this method of plain pathfinding. Sounds like it will work good for these kinds of ai. Cool. 
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Re: IntenseX - Basic
[Re: D3D]
#128542
05/21/07 20:22
05/21/07 20:22
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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IntenseX Pedestrians looks really cool. If you just could talk to them then it can create a living city.
Sometimes I think about the option to create Adventure-like games with ItenseX. This pedastrian-demo looks like it could be possible.
Models, Textures and Games from Dexsoft
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