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AI - navigation meshes :D

Discussion in 'Microblogs' started by tdev, May 24, 2018.

  1. tdev

    tdev
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    We are investigating if navigation meshes will help us having the AI drive offroad better :)





    blue = 'drivable' areas.
    non-blue / transparent = cannot pass here
     
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  2. aljowen

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    Are those pre-baked, or done in real time?
     
  3. tdev

    tdev
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    Prebaked, the recast library is quite awesome for baking these :)
     
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  4. aljowen

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    Never mind, Im dumb, just seen the button to build them :p
     
  5. zschmeez

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    Will the AI be smart enough to prioritize roads, and only drive offroad when necessary? Or will that be an option we can choose?
     
  6. KaiserimnopYT

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    Any Risk that the ai crash into a tree while off roading?
     
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  7. CrashHard

    CrashHard
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    Of what I see in the screenshots, the trees can be excluded, like the lamp posts in the photo
     
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  8. KaiserimnopYT

    KaiserimnopYT
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    Yes indeed
     
  9. Uanpis

    Uanpis
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    will there be different levels of "drivability" or just 1 or 0?
     
  10. VeyronEB

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    There already is, it allows you to tell the AI how difficult a road is, for example a dirt road might be 0.5 "drivability" and so on.
     
  11. Uanpis

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    I meant on all the terrain, for example a grass field would be more drivable than a mud pit etc.
     
  12. Car8john

    Car8john
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    I notice blue on the side of the Barstow advertisement, my hope has just gotten as big as my curiosity for wether or not one could make a drivekhana featuring driving on said ad...
     
  13. DuneWulff

    DuneWulff
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    @tdev , how do the nav meshes work with bridges and the like? Will they make it so that the AI don't have to rely on waypoints/decal road tricks to cross bridges now? In the same vein, do the AI recognize that the blue on the house roofs can't be accessed from street level? I know these are WIP, I'm just curious :p
    These seem like such a promising idea for AI pathing, I can't wait to see some more (should y'all chose to continue with this.)
     
  14. Occam's Razer

    Occam's Razer
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    I can't pretend to know too much about this pathing stuff, but my guess is that the AI paths/pathnodes are used to define where the ai drives when it's obeying road rules, and nav meshes let the ai know where it can drive if it's only trying to avoid a collision. What paths are legal vs what paths are possible.

    With that said, nav meshes should still allow the ai to take note of obstacles in their environment, so we'll probably see less of ai vehicles running headlong into poles and trees either way.
     
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