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Noob navmesh question


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I suppose, successful navmesh may be as simple as only two triangles covering entire room, doesn't need be complex unless there is noticeable height difference or else reasonable requirements.

 

Combat AI isn't bad i'd say, depends on how styles are tuned. After all it's not a military training simulation. Main purpose is "fun" and Bethesda does great. What i'm only missing is an idiot Companion following and chilling around no-less-idiot Player outside of map borders, so, handmade navmesh concept is my hatred number one along all sorts of navigation restrictions for player as well, like borders and path tunnels in open space - worst what may happen in game design.

 

Ok, thanks for explanations. By the way, that's amazing stuff you're manufacturing.

I don't think the simpler the navigation mesh, the better the navigation. I don't know exactly how the engine calculates the npc's position, but I'm assuming the engine uses vertex coordinates. Maybe I'm wrong, but I think that the freezing of ai with a large number of NPCs is connected precisely with the primitive topography. The engine calculates the order of movement of the crowd on the mesh for a long time and the npc is idle. Probably, the variability of navigation is in principle proportional to the number of vertices. Therefore, it makes sense to use the most high-poly navigation mesh. The more vertices - the better and faster.

Also thanks for the praise, but I'm not doing anything special. Anyone with 3ds 2013-2014 can get into fo4 fairly quickly and do the same. Moreover, I am not a professional 3d artist, and I model in 3ds very mediocrely.

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Also thanks for the praise, but I'm not doing anything special. Anyone with 3ds 2013-2014 can get into fo4 fairly quickly and do the same. Moreover, I am not a professional 3d artist, and I model in 3ds very mediocrely.

 

 

Don't belittle yourself, maybe your modeling is not the best, but is good. You stand out in the field of animation, having in to account the lack of information and how scattered it is, is on itself an achievement. :thumbsup:

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I suppose, successful navmesh may be as simple as only two triangles covering entire room, doesn't need be complex unless there is noticeable height difference or else reasonable requirements.

 

Combat AI isn't bad i'd say, depends on how styles are tuned. After all it's not a military training simulation. Main purpose is "fun" and Bethesda does great. What i'm only missing is an idiot Companion following and chilling around no-less-idiot Player outside of map borders, so, handmade navmesh concept is my hatred number one along all sorts of navigation restrictions for player as well, like borders and path tunnels in open space - worst what may happen in game design.

 

Ok, thanks for explanations. By the way, that's amazing stuff you're manufacturing.

I don't think the simpler the navigation mesh, the better the navigation. I don't know exactly how the engine calculates the npc's position, but I'm assuming the engine uses vertex coordinates. Maybe I'm wrong, but I think that the freezing of ai with a large number of NPCs is connected precisely with the primitive topography. The engine calculates the order of movement of the crowd on the mesh for a long time and the npc is idle. Probably, the variability of navigation is in principle proportional to the number of vertices. Therefore, it makes sense to use the most high-poly navigation mesh. The more vertices - the better and faster.

Also thanks for the praise, but I'm not doing anything special. Anyone with 3ds 2013-2014 can get into fo4 fairly quickly and do the same. Moreover, I am not a professional 3d artist, and I model in 3ds very mediocrely.

I'd rather suggest there's some global update happens when they freeze, stacks evaluation and whatever else for everything at once. While pathing is updated constantly, as i understand, and, normally, navmesh depleted at such extent isn't encountered in game, i suppose. But yeah, who knows.

 

If say so. But they do all these bleeps, sweeps and creeps... Nah, that's cool :wink:

Edited by hereami
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