Skip to main content

Navigation Arrays and Navmeshes.

Today I worked on the prototype navmesh for the game.
Most 3d games use a navigation mesh, it's easier to store data about where you can walk in a mesh than in text arrays, the mesh can also be edited easier than rewriting an array.

Unfortunately with a random dungeon the different sections have separate navigation meshes, and in Blender you can't merge the meshes. So in this project I'm using the meshes to generate the list of walkable tiles and then they will be deleted and the data will be kept as an array. I'll be using simple neighbor checking to create a graph that can then be used with A* pathfinding.

It's all very old fashioned, but for me it's interesting to use these methods because it allows me to understand what's going on at a very basic level. I don't really expect to improve on modern AI but I can find what's good for my project and leave what I don't need.

Here's the walkmesh:

You can see the red areas are walkable, the green areas are a negative mask, I'll be using green walkmeshes to show where you can't walk. They'll be added to props to override the existing walkmesh when the prop is added.

Actually thinking about it, green for don't walk and red for walk is kind of counter intuitive. :)
Have to change that in the next update.

Here's a closer look:

The result is a a set of dictionaries, one for each tile. I'll be accessing the dictionaries separately when building the graph for A* so I don't have to access the whole set of data, hopefully speeding up performance a bit. Tiles which are out of range of the character's movement range will not be added to the graph. Characters will pathfind to a selected square inside their move radius, but it's up to the player to do long distance pathfinding each turn.

The AI will at first try to generate a path to the player using a cropped rectangle around the position of the player and the monster. If it can't reach it will expand the search area. This means that in some cases the A* routine may need to be run twice, however, in most cases it will work the first time, using much less resources than a full level graph.

I'm also thinking of doing a simple flood fill at the beginning of the AI's movement phase to find which players are accessible, or which are on islands (in a locked room for example).

Here's a quick video that shows the unfinished result:


Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.


I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.

They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.

lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.

Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…