went silent there for a bit, had a few surprise design decisions to iron out before I could continue
... but I've got FTE and PSP running off the same QuakeC progs again and will begin writing the new AI to work with IQM + navmeshes on both platforms simultaneously
@DerpedCrusader soon ๐
a few more features on Vril, then I pivot to getting FTE and Vril to have the same feature-set while I get the AI to use these things on all platforms simultaneously!
traversal entrance / exit widths are planned to be adjustable via the navmesh editor
Ex1) AI can hop along a fence straight across to the other side and land anywhere on the traversal exit line segment
OR
Ex2) AI can hop along a fence but they'll always land at the same point
So traversals are back (AI doesn't use 'em yet, but the navmesh pathfinding code uses them), with a new feature...
Traversal entrances / exits can be line segments!
You could place a single traversal along a fence and the AI will hop that fence anywhere along it!
See vid
It's been a few months of steady marching, but I might finally be back to the fun part of gamedev where progress can actually be seen visually again and shown off :')
@DerpedCrusader lmao it was scary to take a close-knit moderately complex system, rip it apart and put it all back together ๐
many design decisions no longer held and needed redesigns
but itโs in the best shape of its life now ๐ซก
this took a long timeโฆ
pretty major rewrite of IQM for #nzp to make most of the code platform-agnostic and cleanly separate that between platform-specific bits
finally tried it on HW and it worked first try :-)
(also note the test navmeshes)
โฆ just a few more loose ends
yellow: raw path from A* on polygons (similar to old waypoint path)
red: smoothed path through the navmesh
Note the missing navmesh polygons on the bottom left due to frustum culling, just a visual bug, the navmesh is there
@Turenightmare Pathfinding on a navmesh generally has two:
1. A* on the polygons (done)
2. path smoothing to calculate final path (wip)
NZP's will also have:
3. Mix-ins to handle traversals along the path, which requires handling throughout