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Thankyou. From an initial examination, the implementation looks to be very complex...a detailed composite of many smaller parts.





Exactimo! The design philosophy was to make it as modular as possible, and easy to design from a higher level standing rather than a low level down-and-dirty AI implementation. You'll see in the Cover Tactics sample that the cover tactic code can be used completely inpendantly of the rest of the system, the whole thing is set up this way, every part of the AI is modular and easily changable without affecting the rest of the AI adversely.

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I found a demo in the distribution and ran it 3 or 4 times.
Are the bots supposed to get stuck and clump together?
The bots were animating a "walk" cycle, apparently trying to move, but making no progress because other bots were obstructing movement (were in the way).
In the image below, there are 3 bots in a clump. Evidently, the first person view represents the view of a 3rd bot also in a "stuck" state.
Bot 1 is barely visible and is directly behind bot 2 in the image.





Sometimes they will clump together, it happens at chokepoints in the level. I did not finish implementing their movement to avoid these situations, there is some basic repulsion, but I'm not sure how much in place it is- it's been a while since I've worked on the system deeply.

There is a pretty specific implementation for configuring the path system in WED that I will document and release information on.

If people have specific questions or need certain things documented, let me know and I will see what I can do for you .

-Rhuarc


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