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InsideQC Forums • View topic - AAS Files vs. Navmesh/Waypoints/etc.

AAS Files vs. Navmesh/Waypoints/etc.

Discuss Artificial Intelligence and Bot programming.

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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby leileilol » Wed Feb 19, 2014 12:14 am

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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby goldenboy » Thu Feb 20, 2014 12:57 am

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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby leileilol » Thu Feb 20, 2014 1:56 am

There's a reason why there's dozens and dozens of videos showcasing the bad AI in Crysis... even my first impression .
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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby frag.machine » Thu Feb 20, 2014 11:26 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby jitspoe » Sun Mar 16, 2014 3:10 am

Image

Oh, what a tangled web we weave!

I think the dynamic waypoints I've done are about as good as can be expected. Looking at the results, I can't help but think, "if this were a navmesh, it could guarantee 100% coverage and not have to have nodes everywhere with the potential of missed paths."

The disadvantage to nodes, is you never really know when you have enough. With a navmesh, you can say, "I'm on the navmesh" and be done with it, or "I'm not on the navmesh -- need to generate another poly."

I think I'm going to continue with waypoints for now. Ultimately, the bots will hopefully be following the other path system I'm working on to allow strafe jumping, and this will just be there as backup/beginner level bots.

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Re: AAS Files vs. Navmesh/Waypoints/etc.

Postby motorsep » Fri Jun 20, 2014 4:49 pm

AAS is a 3D nav mesh, to put it simply. There are several AAS revisions, with Quake 3 having the most primitive one, compare to RAGE AAS.

There are a lot of good reads here: http://mrelusive.com/publications/pubs_bytype.html
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