Difference between revisions of "LavishNav:Avoidance Comments"

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This is a free-form collection of data, gathered from various conversations and posts, on creating regions, connections, and particularly, how avoidance works (or doesn't work).
 
This is a free-form collection of data, gathered from various conversations and posts, on creating regions, connections, and particularly, how avoidance works (or doesn't work).
  
[http://www.ismods.com/forums/viewtopic.php?p=18038&sid=e346169ac5160b580ff95efb8c257536#18038 ISMods Forum Post - Lax]
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[http://www.ismods.com/forums/viewtopic.php?p=18038&sid=e346169ac5160b580ff95efb8c257536#18038 http://www.ismods.com/forums/viewtopic.php?p=18038&sid=e346169ac5160b580ff95efb8c257536#18038]
  
  
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:Alternatively, if you are able to produce a complete collision map of an area offline (note that WoW only loads collision information so far away from you) -- e.g. a list of triangles -- this can be used to generate pathing data that would presumably be perfectly accurate, assuming no dynamic collidable objects. In the meantime, generating it in real time around your player is efficient enough.
 
:Alternatively, if you are able to produce a complete collision map of an area offline (note that WoW only loads collision information so far away from you) -- e.g. a list of triangles -- this can be used to generate pathing data that would presumably be perfectly accurate, assuming no dynamic collidable objects. In the meantime, generating it in real time around your player is efficient enough.
  
[[Image:http://www.lavishsoft.com/images/real%20navigation.JPG]]
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[[Image:real%20navigation.jpg]]
  
 
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Revision as of 20:41, 5 April 2007

Under construction

This article is kind of a stub, I'm working on filling it in. There's some bullet points for an overview of what will be described. The information here will NOT be application (e.g. game) specific, but may use examples based on a particular game.


This is a free-form collection of data, gathered from various conversations and posts, on creating regions, connections, and particularly, how avoidance works (or doesn't work).

http://www.ismods.com/forums/viewtopic.php?p=18038&sid=e346169ac5160b580ff95efb8c257536#18038


While I agree that "defining 4" is easier than "defining 11", the simple fact of the matter is that pathing works by defining a route from point A to point B. This same question has been asked probably 14 times on these forums, and all have received the same answer.
Here's 2 i found by searching for both the keywords "obstacles" and "pathing" (this thread subsequently makes 3)
  1. http://www.ismods.com/forums/viewtopic.php?t=1977
  2. http://www.ismods.com/forums/viewtopic.php?p=17111#17111
In a nutshell, all you have by getting "non-walkable parts" is collision detection, which is not the same as pathfinding (these are two separate but related AI issues), and is already available in real time in ISXWoW. (note: WoWBot does not take advantage of this feature because it was made in 1942 and hasn't been maintained. I highly recommend replacing WoWBot entirely, with a completely new design that can take advantage of newer features of LavishScript and ISXWoW. /me beats a dead horse)
From a design perspective, you should not need to manually designate 11 areas at all. It should be done automatically for you. I went over this in IRC with someone recently.
Collision information can indeed be used to generate pathfinding data. The best idea I can give you is to use ISXWoW's collision information, and generate small box regions around your character where there are no obstacles, and make it dynamically sized, centered on your player. Connect nearby regions automatically when you create a region, as well as when you successfully walk from region A to its neighbor region B. Remove connections when you discover an obstacle between region A and region B when trying to follow that connection.
Alternatively, if you are able to produce a complete collision map of an area offline (note that WoW only loads collision information so far away from you) -- e.g. a list of triangles -- this can be used to generate pathing data that would presumably be perfectly accurate, assuming no dynamic collidable objects. In the meantime, generating it in real time around your player is efficient enough.

Real navigation.jpg



See Also