Difference between revisions of "LavishNav:Implementation Considerations"

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* Translating collision data into navigation data
 
* Translating collision data into navigation data
 
** Dealing with false positives and false negatives
 
** Dealing with false positives and false negatives
 +
* Uni-directional vs bi-directional
  
 
== Alternate costs ==
 
== Alternate costs ==

Revision as of 04:30, 20 December 2006

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.

Types of navigation data

  • Linear paths -- "waypoints"
  • Fixed grids
  • Free-form navigational meshes

World layout

  • Translating world layout into LavishNav universes
  • Overlapping coordinate systems
  • Layered navigation

2-D vs 3-D

Real-time Mapping

  • Recording movement
    • Data density
  • Translating collision data into navigation data
    • Dealing with false positives and false negatives
  • Uni-directional vs bi-directional

Alternate costs

  • Time versus distance
  • Tolls, level/item/etc restrictions

Finding valid paths

  • Point to point
  • Point to many
  • Avoiding dynamic objects
  • Travelling salesman (shortest path, requiring a set of points be visited)

Movement systems (following paths)

  • Real-time validation of navigation data
    • Getting un-stuck
  • Movement axes

See Also